ERIC Number: EJ1153996
Record Type: Journal
Publication Date: 2017-Oct
Pages: 14
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-2211-1662
EISSN: N/A
Teaching with Videogames: How Experience Impacts Classroom Integration
Bell, Amanda; Gresalfi, Melissa
Technology, Knowledge and Learning, v22 n3 p513-526 Oct 2017
Digital games have demonstrated great potential for supporting students' learning across disciplines. But integrating games into instruction is challenging and requires teachers to shift instructional practices. One factor that contributes to the successful use of games in a classroom is teachers' experience implementing the technologies. But how does experience with a game actually affect teacher practice? We explored these issues by comparing years 1 and 2 of a middle-school mathematics teacher's use of Boone's Meadow, a digital problem-solving game around ratio and proportion, in her classroom. While the two implementations were quite similar, the teacher was able to give more problem solving agency to students and use students' gameplay time much more productively in the second year, both for mathematical engagement and for immersing students in the narrative of the game. Findings point to the importance of considering the teacher's role when designing digital games for learning.
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Middle School Students, Secondary School Mathematics, Problem Solving, Learning Activities, Mathematics Instruction, Mathematical Concepts, Teaching Methods
Springer. 233 Spring Street, New York, NY 10013. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-348-4505; e-mail: service-ny@springer.com; Web site: http://www.springerlink.com
Publication Type: Journal Articles; Reports - Research
Education Level: Middle Schools
Audience: N/A
Language: English
Sponsor: National Science Foundation (NSF)
Authoring Institution: N/A
Grant or Contract Numbers: DRL1420303