Abstract

This study examined the role of educational games in graduate-level instructional technology courses, where the curriculum includes complex abstract theory and hands-on, practical skills. There are a variety of educational theories that support the use of games to promote learner motivation and engagement. A qualitative approach was used in the study, relying on classroom observations of student behavior (recorded by digital photographs), informal student verbal comments, formal written feedback, and analysis of student game projects, as sources of data. Participants had the opportunity to serve in one or both roles of "educational game player" and "educational game designer". Issues involved in adapting existing games to classroom use will be discussed. Study findings reveal that games can be very useful in the classroom, helping to stimulate student active participation in the learning process.

Location

Room 1909

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Mar 13th, 11:00 AM Mar 13th, 11:45 AM

"All Work and No Play" Reconsidered: The Use of Games to Promote Motivation and Engagement in Instruction

Room 1909

This study examined the role of educational games in graduate-level instructional technology courses, where the curriculum includes complex abstract theory and hands-on, practical skills. There are a variety of educational theories that support the use of games to promote learner motivation and engagement. A qualitative approach was used in the study, relying on classroom observations of student behavior (recorded by digital photographs), informal student verbal comments, formal written feedback, and analysis of student game projects, as sources of data. Participants had the opportunity to serve in one or both roles of "educational game player" and "educational game designer". Issues involved in adapting existing games to classroom use will be discussed. Study findings reveal that games can be very useful in the classroom, helping to stimulate student active participation in the learning process.