Interactive Whiteboards and Computer Games at High School Level: Digital Resources for Enhancing Teaching and Learning.

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Bibliographic Details
Title: Interactive Whiteboards and Computer Games at High School Level: Digital Resources for Enhancing Teaching and Learning.
Authors: Sorensen, Elsebeth Korsgaard1 imveks@hum.au.dk, Poulsen, Mathias2 mathias@playconsulting.dk, Houmann, Rita3 rh@rs-gym.dk, Mortensen, Poul-Erik3 mo@rs-gym.dk
Source: Proceedings of the European Conference on Games Based Learning. 2009, p345-353. 9p.
Subject Terms: *Computer software development, *Educational games, *Video games, *Experiential learning, Video game development, Electronic games
Abstract: The general potential of computer games for teaching and learning is becoming widely recognized. In particular, within the application contexts of primary and lower secondary education, the relevance and value of computer games seem more accepted, and the possibility and willingness to incorporate computer games as a possible resource at the level of other educational resources seem more frequent. For some reason, however, to apply computer games in processes of teaching and learning at the high school level seems an almost nonexistent event. This paper reports on study of incorporating the learning game "Global Conflicts: Latin America" as a resource into the teaching and learning of a course involving the two subjects "Danish language learning" and "Social studies" at the final year in a Danish high school. The study adopts an explorative research design approach and investigates and analyses the learning and social effects that appear in the classroom as a result of this approach. The many interesting findings suggest that the incorporation of learning games at the high school level has much uncovered potential to offer processes of teaching and learning. [ABSTRACT FROM AUTHOR]
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Database: Education Research Complete
Description
Abstract:The general potential of computer games for teaching and learning is becoming widely recognized. In particular, within the application contexts of primary and lower secondary education, the relevance and value of computer games seem more accepted, and the possibility and willingness to incorporate computer games as a possible resource at the level of other educational resources seem more frequent. For some reason, however, to apply computer games in processes of teaching and learning at the high school level seems an almost nonexistent event. This paper reports on study of incorporating the learning game "Global Conflicts: Latin America" as a resource into the teaching and learning of a course involving the two subjects "Danish language learning" and "Social studies" at the final year in a Danish high school. The study adopts an explorative research design approach and investigates and analyses the learning and social effects that appear in the classroom as a result of this approach. The many interesting findings suggest that the incorporation of learning games at the high school level has much uncovered potential to offer processes of teaching and learning. [ABSTRACT FROM AUTHOR]
ISSN:20490992