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Dig games video_games_teachers_q6

Date post: 13-Jun-2015
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What do we know from research on:
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Page 1: Dig games video_games_teachers_q6

What do we know from research on:

Page 2: Dig games video_games_teachers_q6

Key points

• Teachers are interested in Games-Based Learning (GBL) but often lack the necessary skills & knowledge to implement it into their lessons

(slide 3)

• Teachers must be able to locate suitable games through various reliable resources, test them & determine how they can support their teaching (slide 4)

• Teachers’ low gaming literacy is partly explained by their training which usually only focuses on traditional teaching methods. There is a need for teacher training focusing on digital games (slide 5)

• The teachers’ role in debriefing learners is essential to improve students’ learning outcomes (slide 6)

• ‘Third generation educational games’ give an prominent role to teachers and can be very effective in maximizing students’ motivation & learning (slide 7).

Page 3: Dig games video_games_teachers_q6

Teachers interest vs. barriers to the uptake of GBL

Page 4: Dig games video_games_teachers_q6

Practical skills & knowledge needed by teachers to integrate GBL into their teaching

Page 5: Dig games video_games_teachers_q6

The need for basic game literacy training for teachers

Page 6: Dig games video_games_teachers_q6

The teachers’ role in debriefing

Page 7: Dig games video_games_teachers_q6

Maximizing teachers’ role in GBL so as to maximize students’ engagement & learning

Page 8: Dig games video_games_teachers_q6

Further information

For a reference list and full discussion of all academic articles and policy papers used as a basis for this visual presentation, please consult the ‘in depth’ answer associated to this question.

For a summarized text version of the above mentioned ‘in depth’ answer, please consult the ‘in short’ answer associated to this question.


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