This degree project is a study investigating the views Swedish upper secondary English teachers have towards the use of video games as a medium through which to teach. The aim of the study was to gain insight into teachers’ views and what aspects they believed could encourage and/or inhibit the use of video games in the English foreign language (EFL) classroom. To achieve this aim, a sociocultural perspective was used along with a mixed method consisting of a survey study and semi-structured interviews. The survey was used to gain an idea of how teachers who have used video games in their classroom view the medium and the interviews were used to further analyse these views. The results show that in general teachers have a positive attitude ...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
The purpose of this study is to examine perceptions regarding digital game-based teachingand the ext...
This degree project is a study investigating the views Swedish upper secondary English teachers have...
The aim of this degree project was to find out what students currently enrolled at upper-secondary s...
The possible benefits of digital games for English language learning and teaching have received incr...
An increasing amount of people play games in their spare time, especially children and teenagers. Se...
This study aims to explore the potential benefits and disadvantages of utilizing video game narrativ...
A current topic in Swedish schools is the use of computer games and gaming. One reason is because co...
Abstract The current thesis aimed to explore Norwegian VG1 teachers’ and students’ beliefs concernin...
In a digitalized world, learners from the 21st century prefer game-like lessons instead of tradition...
Gaming can aid in language learning, and this thesis researches the current pedagogical beliefs and ...
This thesis examines the effects of using a commercial video game in education. The thesis investiga...
In an ever more digitalised society, there is a growing interest in digital pedagogic aids and a gro...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
The purpose of this study is to examine perceptions regarding digital game-based teachingand the ext...
This degree project is a study investigating the views Swedish upper secondary English teachers have...
The aim of this degree project was to find out what students currently enrolled at upper-secondary s...
The possible benefits of digital games for English language learning and teaching have received incr...
An increasing amount of people play games in their spare time, especially children and teenagers. Se...
This study aims to explore the potential benefits and disadvantages of utilizing video game narrativ...
A current topic in Swedish schools is the use of computer games and gaming. One reason is because co...
Abstract The current thesis aimed to explore Norwegian VG1 teachers’ and students’ beliefs concernin...
In a digitalized world, learners from the 21st century prefer game-like lessons instead of tradition...
Gaming can aid in language learning, and this thesis researches the current pedagogical beliefs and ...
This thesis examines the effects of using a commercial video game in education. The thesis investiga...
In an ever more digitalised society, there is a growing interest in digital pedagogic aids and a gro...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
The purpose of this study is to examine perceptions regarding digital game-based teachingand the ext...