1. Using Games for Learning, From the Students’ Perspectives.
- Author
-
Razak, Aishah Abdul and Connolly, Thomas
- Subjects
ACTIVE learning ,EDUCATIONAL games ,ABILITY ,SCHOOL children ,CLASSROOMS - Abstract
The hours of exposure to the digital world is claimed to be profoundly affecting and changing this generation’s learning styles and abilities. To make learning more appealing to the students, teachers have started to use digital games within classroom learning. This paper presents the findings from structured interviews conducted with two classes of primary school students from two different schools in Scotland. The interviews were intended to obtain the students’ background on game playing and their views on learning particularly in using games for learning. The participants were exposed to digital games‐based learning (DGBL) and non‐DGBL learning approaches at school prior to the interviews. The findings revealed that most students spent on average less than 1 hour per day playing digital games and the most popular game platform was the console platform. The overall mean for the attitudes towards learning by playing games, learning by making game, towards DGBL and non‐DGBL approaches and towards school is above 2.00 (Mean: 2.50, SD: 0.10), indicating positive attitudes in all observed areas. No gender difference was observed in all of the attitudes. However, some significant differences were found across some items for different age groups. The findings from this study will contribute to the generation of empirical evidence in the field of digital games‐based learning particularly with regards to its application in primary school education. [ABSTRACT FROM AUTHOR]
- Published
- 2021