This study used qualitative methods to explore why some educators embrace the use of digital game-play (DGP) in the classroom. The results indicated that these teachers had a very strong belief that DGP could be beneficial for learning which stemmed from experiencing their own form of subjective success with using DGP in the classroom, availing themselves of information and advocacy about using DGP in the classroom and personal experiences with DGP either through their own DGP or through watching their own children play games. They also shared positive attitudes towards information and communication technologies generally and had initially been invited to use DGP in the classroom by someone in authority. Their use of DGP was also something ...
Educational video games are gaining momentum as a means to increase students' attention on the learn...
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...
This study used qualitative methods to explore why some educators embrace the use of digital game-pl...
Digital gaming is a widespread activity in our society; more than 45 million homes have video-game c...
The benefits of using digital games in the curriculum are well documented in literature. Most teache...
Teachers' perceptions of the usefulness of digital games might be a reason for the limited applicati...
Digital (or computer) games have been extremely attractive to gamers of all ages, especially the you...
Teachers’ beliefs about what it is (or is not) possible to achieve with digital games in educational...
Digital games have been used sporadically in classrooms since the 1970s, but their adoption rate con...
Teachers' beliefs about what it is (or is not) possible to achieve with digital games in educational...
Teachers\u27 beliefs about what it is (or is not) possible to achieve with digital games in educatio...
While teachers are consistently asked to investigate new forms of technology, the use of computer-ba...
Video games have become an essential part of the way people play and learn. While an increasing numb...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
Educational video games are gaining momentum as a means to increase students' attention on the learn...
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...
This study used qualitative methods to explore why some educators embrace the use of digital game-pl...
Digital gaming is a widespread activity in our society; more than 45 million homes have video-game c...
The benefits of using digital games in the curriculum are well documented in literature. Most teache...
Teachers' perceptions of the usefulness of digital games might be a reason for the limited applicati...
Digital (or computer) games have been extremely attractive to gamers of all ages, especially the you...
Teachers’ beliefs about what it is (or is not) possible to achieve with digital games in educational...
Digital games have been used sporadically in classrooms since the 1970s, but their adoption rate con...
Teachers' beliefs about what it is (or is not) possible to achieve with digital games in educational...
Teachers\u27 beliefs about what it is (or is not) possible to achieve with digital games in educatio...
While teachers are consistently asked to investigate new forms of technology, the use of computer-ba...
Video games have become an essential part of the way people play and learn. While an increasing numb...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
Educational video games are gaining momentum as a means to increase students' attention on the learn...
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...
Teachers’ perception of the use of games for learning is a crucial aspect for the creation of Game-B...