Use of gaming technologies to enhance learning

Loading...
Thumbnail Image

Authors

Kingswood, Michelle

Issue Date

2009

Type

Research Report

Language

en

Keywords (free text)

Secondary education , Information and Communication Technology

Research Projects

Organizational Units

Journal Issue

Alternative Title

Abstract

Background: The purpose of the study was to identify if students would improve attainment and become more engaged if learning was directed to an aspect of students' interest, where they were more familiar with the environment. Aims: The main aim was to identify if students would improve attainment and become more engaged if learning was directed to an aspect of their interest. Methods: The participants in this development work were students, teachers, a head of department, a subject leader, a local ICT consultant, a National Strategies consultant, parents, and a senior leadership team. Methods used included teacher-led demonstrations, video files, help sheets, lesson observations, and CPD materials, research, and expertise. These methods ensured all students' learning styles were addressed. Findings: The main findings are that the unit has had a positive impact on pupil learning, with students becoming more engaged, motivated, and independent. They have also achieved higher levels of attainment than in the previous control unit. Implications: The findings suggest that students are more engaged and motivated when learning is relevant to their own lives, and that they are more likely to take responsibility for their own learning and work collaboratively. This has led to improved attainment and behaviour in the classroom.

Description

Citation

Publisher

License

Journal

Volume

Issue

Permanent link to cite this item

PubMed ID

DOI

ISSN

EISSN