This qualitative study aims to evaluate digital games as a learning tool, by reviewing the experiences of a number of teachers. The thesis investigates what aspects of digital games create prospects for learning, and what concepts need further improvement. Thus, the study distinguishes the effects of different approaches to game development, to benefit the actual end-users of the gaming systems: students as well as teachers. In a broader perspective, the results of the thesis illuminate a fraction of the digitalization process in the Swedish school system. Using a semi-structured interview methodology, interviewee responses from eight teachers working with children aged 7-12, were filtered through a modified version of Vicente’s (1999) theo...
The aim of this empirical study is to examine if, and which digital games active teachers experience...
The use of computer games as learning objects is currently being used as an alternative way to addre...
Teachers' perceptions of the usefulness of digital games might be a reason for the limited applicati...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
The purpose of this study is to examine perceptions regarding digital game-based teachingand the ext...
Comprend des références bibliographiques et un index.In recent years, there has been growing interes...
The purpose of this study is to examine perceptions regarding digital game-based teaching and the e...
The research reported here is a qualitative case study aimed to identify the position of digital gam...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
The paper contributes to solving the issue of digital games in education. It explains concepts such ...
The aim of this empirical study is to examine if, and which digital games active teachers experience...
The use of computer games as learning objects is currently being used as an alternative way to addre...
Teachers' perceptions of the usefulness of digital games might be a reason for the limited applicati...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
The purpose of this study is to examine perceptions regarding digital game-based teachingand the ext...
Comprend des références bibliographiques et un index.In recent years, there has been growing interes...
The purpose of this study is to examine perceptions regarding digital game-based teaching and the e...
The research reported here is a qualitative case study aimed to identify the position of digital gam...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
The paper contributes to solving the issue of digital games in education. It explains concepts such ...
The aim of this empirical study is to examine if, and which digital games active teachers experience...
The use of computer games as learning objects is currently being used as an alternative way to addre...
Teachers' perceptions of the usefulness of digital games might be a reason for the limited applicati...