Use of gaming technologies to enhance learning

dc.contributor.authorKingswood, Michelleen
dc.coverage.spatialUnited Kingdom of Great Britain and Northern Irelanden
dc.description.abstractBackground: 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.en
dc.subjectSecondary educationen
dc.subjectInformation and Communication Technologyen
dc.titleUse of gaming technologies to enhance learningen
dc.typeResearch Reporten
lrmi.educationallevelISCED Level 2 Lower secondary educationen
lrmi.targetnameisced13::Information and Communication Technologies::Information and Communication Technologiesen
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