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From Mario to FIFA: what qualitative case study research suggests about games-based learning in a US classroom

Authors :
Anthony J. Onwuegbuzie
Sandra Schamroth Abrams
Cindy L. Benge
Hannah R. Gerber
Source :
Educational Media International. 51:16-34
Publication Year :
2014
Publisher :
Informa UK Limited, 2014.

Abstract

This article explores the impact of using commercial-off-the-shelf (COTS) videogames in a high school curriculum when developed through a connected learning frame by examining the influence that COTS videogames have on transforming students’ literacy learning in-school. However, it must be noted that transforming literacy in school is about more than bridging in- and out-of-school literacies; it concerns developing a deeper understanding of the meaning of literacy in today’s multimediated world, and the ways that these experiences are connected not only to media, but to traditional texts, peers, and guiding teachers, so that we can better grasp how to harness new learning styles and new ways of making meaning in contemporary classroom spaces. To understand how to capture in and out-of-school practices, we conducted a qualitative case study of two high school students enrolled in a reading intervention class that incorporated a COTS videogames curriculum. Data were analyzed via a constant comparison analys...

Details

ISSN :
14695790 and 09523987
Volume :
51
Database :
OpenAIRE
Journal :
Educational Media International
Accession number :
edsair.doi...........1a4c09c790baadb452a2093477779dee