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What is Game-Enhanced Learning

Handbook of Research on Equity in Computer Science in P-16 Education
Refers to the application of commercial or off-shelf (COTS) digital games that are not purposefully designed for educational purposes. It capitalizes on the games’ authenticity to create engagement and coherence for learners (Reinhardt & Sykes, 2014).
Published in Chapter:
The Perceived Appropriateness of Digital Games From ELL Teachers
Khalifa Alshaya (University of North Dakota, USA) and Pamela Beck (University of North Dakota, USA)
DOI: 10.4018/978-1-7998-4739-7.ch011
Abstract
The integration of digital games into learning aligns with society's needs in the 21st century. Although research shows that digital games have numerous benefits for students, such as psychological and language improvements, some teachers are skeptical of using digital games for classroom activities, due to their perceived negative impact. In this study, six ELL teachers in the upper Midwest of the United States were interviewed to examine their perceived appropriateness of digital games in teaching and learning. Findings indicate that the majority of the ELL teachers interviewed perceived serious games in a positive light, while they unanimously agreed that violent digital games could have a negative impact on a child's psychological, emotional, and social life. The teachers highlighted the rate at which children play those games, their violent nature, appropriateness, cyber bulling implication, and the need for an oversight from parents and teachers as reasons why.
Full Text Chapter Download: US $37.50 Add to Cart
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Perceived Challenges and Opportunities of Digital Games
Refers to the application of commercial or off-shelf (COTS) digital games that are not purposefully designed for educational purposes. It capitalizes on the games’ authenticity to create engagement and coherence for learners (Reinhardt & Sykes, 2014).
Full Text Chapter Download: US $37.50 Add to Cart
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