Using ‘TRIRACE©' in the Classroom –: Perception on Modes and Effectiveness

Using ‘TRIRACE©' in the Classroom –: Perception on Modes and Effectiveness

Ayotola Aremu
ISBN13: 9781615207138|ISBN10: 1615207139|ISBN13 Softcover: 9781616923167|EISBN13: 9781615207145
DOI: 10.4018/978-1-61520-713-8.ch004
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MLA

Aremu, Ayotola. "Using ‘TRIRACE©' in the Classroom –: Perception on Modes and Effectiveness." Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study, edited by Young Kyun Baek, IGI Global, 2010, pp. 66-83. https://doi.org/10.4018/978-1-61520-713-8.ch004

APA

Aremu, A. (2010). Using ‘TRIRACE©' in the Classroom –: Perception on Modes and Effectiveness. In Y. Baek (Ed.), Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study (pp. 66-83). IGI Global. https://doi.org/10.4018/978-1-61520-713-8.ch004

Chicago

Aremu, Ayotola. "Using ‘TRIRACE©' in the Classroom –: Perception on Modes and Effectiveness." In Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study, edited by Young Kyun Baek, 66-83. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-61520-713-8.ch004

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Abstract

Teachers are a critical factor in the educational system; they are vital to the success or otherwise of any innovation (such as computer games) in the school system. Their perceptions are critical to the success or failure of integrating computer games (Can & Cagiltay 2006). If teachers’ attitudes are negative and they do not have a say in how to use the innovation, then no matter how well a game has been packaged, it would not be effective (Aremu, 2004). One way to ensure positive teachers’ attitudes is to involve them, right from the teacher training period, in design, validation and implementation. This is the rationale behind the study which would be presented in this chapter. The goals of this chapter are therefore to firstly, provide support for the effectiveness of the use of computer games in the classroom and secondly, present teacher perceptions on how to use a computer game in the classroom.

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