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|Title:||Video games in the classroom : the new educational frontier|
|Keywords:||Computer-assisted instruction -- Malta|
|Abstract:||ICT has provided educators with inexhaustible resources which give students access to authentic information in meaningful contexts. Deriving from this field of resources, Video Games are the new teaching aids which are slowly but surely finding a place in classrooms. According to Gee (2003) and Prensky (2006), video games are 'very beneficial' as children acquire different skills, directly and also indirectly. This study presents and discusses data collected from an action research study examining students' and teachers' attitudes and perceptions towards the use of video games in the classroom. This study also focuses on the new roles of teachers and students as observed in a video game enhanced lesson. Data was collected by means of a questionnaire, a semi-guided interview and an observation scheme. The results demonstrate that teachers and students have a very positive attitude towards the inclusion of video games in the classroom as they perceive its benefits. During the observation stage, the researcher noted the students' autonomy and motivation and the different roles the teacher adopted. Students become managers of their own learning, aided by the teacher who becomes a facilitator.|
|Appears in Collections:||Dissertations - FacEdu - 2011|
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