A scoping review of video games and learning in secondary classrooms

C Cole, RH Parada, E Mackenzie - Journal of Research on …, 2024 - Taylor & Francis
Video games are an established part of popular culture, and frequently used in educational
settings worldwide. There is now a substantive body of research suggesting positive …

[HTML][HTML] What do secondary teachers think about digital games for learning: Stupid fixation or the future of education?

A Gutierrez, K Mills, L Scholes, L Rowe… - Teaching and teacher …, 2023 - Elsevier
Digital games can support learning across many levels and fields of education. This article
shares findings from a study of Australian high school English teachers designed with a …

Accessibility in video gaming: An overview and implications for English language arts education

S von Gillern, B Nash - Journal of Adolescent & Adult Literacy, 2023 - Wiley Online Library
Scholars in recent years have explored the connections between video games, literacy, and
learning. Research illustrates that video games can serve as texts for engagement and …

Applying game-based learning to a primary school class in computer science terminology learning

B Kaldarova, B Omarov, L Zhaidakbayeva… - Frontiers in …, 2023 - frontiersin.org
Introduction Game-based learning is an innovative technique that utilizes the educational
potential of videogames in general, and serious games in particular, to enhance training …

Adventures with Anxiety: Gender bias in using a digital game for teaching vocational English

S Ahmadian, LM Brevik, E Öhrn - Journal of Computer Assisted …, 2024 - Wiley Online Library
Abstract Background In Norway, games were introduced into the 2020 English curriculum;
acknowledging games as language learning resources alongside other text‐based material …

Digital citizenship and its relevance for literacy education: perspectives of preservice teachers

S von Gillern, H Gould, M Gannon… - The Australian Journal …, 2024 - Springer
This research examines preservice teachers' perspectives on digital citizenship and its
relevance for literacy education. Digital citizenship has been explored in various ways in …

Postdigital videogames literacies: thinking with, through, and beyond James Gee's learning principles

A Bacalja, TP Nichols, B Robinson, I Bhatt… - Postdigital Science and …, 2024 - Springer
This article is a collective response to the 2003 iteration of James Paul Gee's What Video
Games Have to Teach Us About Learning and Literacy. Gee's book, a foundational text for …

Why and How to Define Educational Video Games?

C Cole, RH Parada, E Mackenzie - Games and Culture, 2024 - journals.sagepub.com
While the volume of education-based video game research has increased, the field has yet
to settle on a consistent definition of educational video games (EVGs). Available definitions …

An examination of teachers' views on video games and learning: Establishing the Games and Literacy Education (GALE) scale

S von Gillern, A Olsen, B Nash, C Stufft - Computers & Education, 2024 - Elsevier
Teachers' views impact if and how technologies are integrated into classroom practice, and
research demonstrates that digital game-based learning can support student learning …

How can a foundation be outlined for a successful serious game to increase reading engagement

T Bjørner, MS Petersen, GS Jakobsen… - International Journal of …, 2023 - vbn.aau.dk
This study aims to support a mandatory reading of a novella for high school students by a
serious game. The study includes 41 students. The first class is included in the experimental …