Tuesday, March 26
11:30-11:50 AM
CDT
Salon 825

Effective Technology Application in the Classroom: Pedagogy to Practice

Brief Paper ID: 37969
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    Marilyn May
    Georgia Gwinnett College

Abstract: Content based computer games have been identified as motivational and provide an opportunity for building leadership, reviewing content, developing cognitive and social skills, and promoting interaction (Klopfer, Osterweil, Groff, & Haas, 2009). Thus, it seems logical to apply digital game methods to teaching. One way to teach with games is to have students create and play games containing content (Lieberman, 2010). The low level of gaming literacy among teachers has been a barrier to the use of games in the classroom (Charsky and Mims, 2008). A survey of pre-service programs indicated that there is a need to provide candidates with training to expand their awareness of the use of games as well as the theoretical foundations of learning in gaming contexts (Schrader, Young and Zheng, 2006). This study considers several aspects of preparing teachers to use computer games in the classroom and presents statistical support for the effectiveness of using computer games to teach content.

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