Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Learning, Media and Technology | 5 |
Author
Bate, Frank | 1 |
Beavis, Catherine | 1 |
Beckman, Karley | 1 |
Bennett, Sue | 1 |
Gilje, Øystein | 1 |
Lockyer, Lori | 1 |
MacNish, Jean | 1 |
Males, Steven | 1 |
Muspratt, Sandy | 1 |
Silseth, Kenneth | 1 |
Thompson, Roberta | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Education Level
Secondary Education | 4 |
Elementary Education | 2 |
Grade 9 | 2 |
Grade 10 | 1 |
Grade 5 | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
High Schools | 1 |
Middle Schools | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Gilje, Øystein; Silseth, Kenneth – Learning, Media and Technology, 2019
In this article, we use a model for games and literacy to explore how one FIFA gamer worked across contexts. Previously, this model has been used to address the role of computer and video games in the teaching of literacy in the subject of English. In the current article, we combine this model with a learning lives perspective, which builds on the…
Descriptors: Computer Games, Literacy Education, Transfer of Training, Teaching Methods
Øygardslia, Kristine – Learning, Media and Technology, 2018
While there are several positive outcomes from implementing game design in a formal learning context, there are also challenges that have to be considered in order to improve game-based learning. This is explored in the article, using the concepts of "activity frames" and "stancetaking", focusing on the social organization of…
Descriptors: Design, Grade 6, Grade 7, Computer Games
Beavis, Catherine; Muspratt, Sandy; Thompson, Roberta – Learning, Media and Technology, 2015
There is considerable enthusiasm in many quarters for the incorporation of digital games into the classroom, and the capacity of games to engage and challenge players, present complex representations and experiences, foster collaborative learning, and promote deep learning. But while there is increasing research documenting the progress and…
Descriptors: Foreign Countries, Computer Games, Elementary School Students, Secondary School Students
Beckman, Karley; Bennett, Sue; Lockyer, Lori – Learning, Media and Technology, 2014
Despite significant research in the field of educational technology, there is still much we do not fully understand about students' experiences with technology. This article proposes that research in the field of educational technology would benefit from a sociological framing that pays attention to the understandings and lives of learners. Within…
Descriptors: Foreign Countries, Technology Uses in Education, Educational Technology, Secondary School Students
Bate, Frank; MacNish, Jean; Males, Steven – Learning, Media and Technology, 2014
This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions…
Descriptors: Educational Games, Teaching Methods, Single Sex Schools, Males