Abstract The current thesis aimed to explore Norwegian VG1 teachers’ and students’ beliefs concerning the use of digital games in the English subject in light of the newly implemented LK20 English subject curriculum. In addition, it aimed to investigate which digital games Vg1 ESL teachers report that they use and why. This study investigated the teachers’ reported practices when it comes to digital games and how they use them. Finally, this thesis also aimed to examine if there are any differences in beliefs and practices between teachers’ and learners’ beliefs concerning the use of digital games in the English subject. The study used a mixed-method research design to gather the data, including teacher interviews and a student questionnair...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
An increasing amount of people play games in their spare time, especially children and teenagers. Se...
This thesis examines the effects of using a commercial video game in education. The thesis investiga...
The possible benefits of digital games for English language learning and teaching have received incr...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
In a digitalized world, learners from the 21st century prefer game-like lessons instead of tradition...
The current thesis aimed to explore Norwegian upper secondary school teachers’ and students’ beliefs...
Gaming can aid in language learning, and this thesis researches the current pedagogical beliefs and ...
This degree project is a study investigating the views Swedish upper secondary English teachers have...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
The aim of this degree project was to find out what students currently enrolled at upper-secondary s...
Schools in general have been digitized to a large extent and the inclusion of digital tools is becom...
English: With the arrival of digital media and the increasing collection of digital documents with r...
Digital games are a common interest today and research has shown that digital games affect English v...
The purpose of this study is to examine perceptions regarding digital game-based teachingand the ext...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
An increasing amount of people play games in their spare time, especially children and teenagers. Se...
This thesis examines the effects of using a commercial video game in education. The thesis investiga...
The possible benefits of digital games for English language learning and teaching have received incr...
This thesis is a study on how Norwegian lower secondary students experience engagement and language ...
In a digitalized world, learners from the 21st century prefer game-like lessons instead of tradition...
The current thesis aimed to explore Norwegian upper secondary school teachers’ and students’ beliefs...
Gaming can aid in language learning, and this thesis researches the current pedagogical beliefs and ...
This degree project is a study investigating the views Swedish upper secondary English teachers have...
The purpose of incorporating digital educational games in educational settings is to engage the stud...
The aim of this degree project was to find out what students currently enrolled at upper-secondary s...
Schools in general have been digitized to a large extent and the inclusion of digital tools is becom...
English: With the arrival of digital media and the increasing collection of digital documents with r...
Digital games are a common interest today and research has shown that digital games affect English v...
The purpose of this study is to examine perceptions regarding digital game-based teachingand the ext...
Helga Dís Ísfold Sigurdardóttir states that we need to take gaming seriously and that gaming should ...
An increasing amount of people play games in their spare time, especially children and teenagers. Se...
This thesis examines the effects of using a commercial video game in education. The thesis investiga...