Abstract
Widespread studies show learning through games stimulates students’ engagement, motivation and enthusiasm. Moreover, games could improve abilities like information assimilation and retention, motor coordination, and capacity of thinking quickly and concentrating (Koh et al., 2012). While previous surveys have showed how digital games are commonly used as educational tools, the present study aims to analyze the features of the digital games that are being used. To this aim, we first developed a survey to collect a list of digital games used in Irish classrooms. Then, those games were classified by means of a framework developed by the authors, considering technical features, the target audience and the pedagogy behind the digital game.
Original language | English |
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DOIs | |
Publication status | Published - 2016 |
Event | 6th Irish Conference on Game-based Learning - Dublin, Ireland Duration: 1 Jan 2016 → … |
Conference
Conference | 6th Irish Conference on Game-based Learning |
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Country/Territory | Ireland |
City | Dublin |
Period | 1/01/16 → … |
Keywords
- learning through games
- students’ engagement
- motivation
- enthusiasm
- information assimilation
- retention
- motor coordination
- thinking quickly
- concentrating
- digital games
- educational tools
- technical features
- target audience
- pedagogy