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How are Digital Games Used in Schools? A Study by European SchoolnetAuthorPatricia Wastiau
Caroline Kearney
Wouter Van den Berghe
Publication DateDecember 1, 2000
Summary
This European study examines how teachers use digital games in the classroom with their pupils for learning purposes. It covers commercial as well as educational games. It was carried out by European Schoolnet, a network of 31 Ministries of Education, and commissioned by the Interactive Software Federation of Europe (ISFE). The study asked: are digital games being used in the classroom in a structured and integrated way? Further, it sought to find background for what kind of cooperation can be envisaged in this precise context between educational systems and the games industry. Following an initial literature review, classroom practices were observed and interviews were carried out with around thirty policy-makers representing various education systems. A community of practice, obtaining and exchanging views with teachers and practitioners, was also organised. Coordinated by European Schoolnet, contributions to the study came from national coordinators in Austria, Denmark, France, Italy, Lithuania, the Netherlands, Spain/Catalonia, and the United Kingdom. The study found that game use is increasing, and that the picture varies greatly in terms of pace of integration, patterns of use, and the teaching goals. A major component of the study was a survey of 528 teachers in which two-thirds of the survey respondents already used digital games in their teaching. It found that teachers of every age, in every subject, and of both genders - both game-playing and non-game-playing - use digital games with students in foreign languages, literature, math, history, and geography. Further, experiments in instructional gaming in education are being conducted, and teacher communities of practice are developing strategies and structured paedagogical frameworks for use of digital gaming in subject areas. Teachers report positive impact on student motivation, and resulting progress in personal, intellectual, and social skills. The picture is more varied regarding the impact on critical skills and performance in specific subjects. A comparison of the approaches to electronic games in different educational systems brought to light four conceptions of use:
Several recommendations were put forward in the study’s conclusion:
ContactCaroline Kearney
European Schoolnet
Rue de Trèves 61
Brussels
1040
Belgium
Tel: +3227907575
SourceYoung People's Media Network (YPMN) e-newsletter on July 15 2009. Placed on the Communication Initiative site September 24 2009 Last Updated September 28 2009 How useful did you find the knowledge and contacts on this page to your work? Post your comments (review comments from others below):COMMENTS POSTED |
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