Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/41557
Title: Student-centred learning through serious games
Authors: Camilleri, Mark Anthony
Camilleri, Adriana Caterina
Keywords: Education -- Effect of technological innovations on
Mobile games
Video games
Games -- Psychological aspects
Educational games
Storytelling
Issue Date: 2019-03
Publisher: International Academy of Technology, Education and Development
Citation: Camilleri, M. A., & Camilleri, A. C. (2019). Student-centred learning through serious games. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (March , 2019). International Academy of Technology, Education and Development (IATED).
Abstract: This research explores the rationale behind the utilisation of electronic games in education. A qualitative research sheds light on the students’ opinions and perceptions toward the use of serious games in-class. Semi-structured, face-to-face interview sessions among secondary school students suggest that they are acquiring relevant academic knowledge and competences, as they reap motivational and emotional benefits from these learning games. The students reported that their engagement with these games has improved their critical thinking and helped them make evaluative decisions to solve problems. Generally, students were capable of developing their interpersonal skills as they have actively collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of playing serious games at school. This study postulates that the research participants possessed different skill-sets as they exhibited different learning abilities. In conclusion, this paper opens-up some avenues for future research in this field of study.
URI: https://www.um.edu.mt/library/oar//handle/123456789/41557
Appears in Collections:Scholarly Works - FacMKSCC

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