Digital Gesture-Based Games: An Evolving Classroom

Digital Gesture-Based Games: An Evolving Classroom

Alison McNamara
Copyright: © 2016 |Volume: 6 |Issue: 4 |Pages: 21
ISSN: 2155-6849|EISSN: 2155-6857|EISBN13: 9781466692695|DOI: 10.4018/IJGBL.2016100104
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MLA

McNamara, Alison. "Digital Gesture-Based Games: An Evolving Classroom." IJGBL vol.6, no.4 2016: pp.52-72. http://doi.org/10.4018/IJGBL.2016100104

APA

McNamara, A. (2016). Digital Gesture-Based Games: An Evolving Classroom. International Journal of Game-Based Learning (IJGBL), 6(4), 52-72. http://doi.org/10.4018/IJGBL.2016100104

Chicago

McNamara, Alison. "Digital Gesture-Based Games: An Evolving Classroom," International Journal of Game-Based Learning (IJGBL) 6, no.4: 52-72. http://doi.org/10.4018/IJGBL.2016100104

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Abstract

This study aims to provide an account of phase three of the doctoral process where both students and teachers' views contribute to the design and development of a gesture-based game in Ireland at post-primary level. The research showed the school's policies influenced the supportive Information and Communication Technology (ICT) infrastructure, classroom environments influenced a student's ability to participate and teachers' perspectives impacted upon whether they adopted games into their classrooms. While research has been conducted in relation to training schemes for teachers, it is agreed that they are the main change agents in the classroom. Therefore, this study focuses on the game itself and its design elements that support and enhance mathematics education within the Irish context. Practical guidelines for both the game, school's policies and classroom environments are provided based upon the research for mathematics educators and practitioners of game-based learning strategies in their classrooms.

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