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Video Games in Education – The Direct Impacts on Student Motivation and Engagement in the Classroom

EasyChair Preprint no. 3900

3 pagesDate: July 18, 2020

Abstract

The increasing presence of technology amongst popular culture is producing heightened pressures on educators to incorporate those technologies into the classroom in a meaningful and impactful way. One of the most apparent technologies, for entertainment purposes, amongst school-aged children currently is video games. The integration of video games into the classroom, as suggested by current research, can have immense impacts on students’ motivation and engagement in lesson material, and allow students to take a collaborative, inquiry-based approach to their learning.

Keyphrases: Classroom Environments, digital game, digital games, Educational video games, ICT and education, meaningful learning, serious game, student development, student engagement, student motivation, video game, video game play

BibTeX entry
BibTeX does not have the right entry for preprints. This is a hack for producing the correct reference:
@Booklet{EasyChair:3900,
  author = {Paisley Shaw},
  title = {Video Games in Education – The Direct Impacts on Student Motivation and Engagement in the Classroom},
  howpublished = {EasyChair Preprint no. 3900},

  year = {EasyChair, 2020}}
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