Teacher Perceptions of Commercial Video Games in Academic Settings
New Search | Print Abstract | E-mail Abstract | Full Text | Save to My Collections | Export Citation |
Moshirnia, A. (2008). Teacher Perceptions of Commercial Video Games in Academic Settings. In K. McFerrin et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2008 (pp. 1225-1232). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/27357.
Conference Information

Society for Information Technology & Teacher Education International Conference (SITE) 2008
Las Vegas, Nevada, USA
March 3, 2008
ISBN 1-880094-64-9
Karen McFerrin, Roberta Weber, Roger Carlsen & Dee Anna Willis
AACE
More Information on SITE
Table of Contents
Author
Abstract
An increasing number of children are playing video games. If educators wish to harness even a fraction of the excitement and dedication that these games inspire, educational video games must become more like their commercial cousins. However, in the climate of negative press regarding game players and violent video games, it is unclear if teachers will accept games they perceive to be commercial. This paper reports the results of a month long study to assess teacher perceptions of commercial video games in academic settings. Subjects expressed a willingness to incorporate video games in classroom websites but had a preference for educational, non-violent video games. Subjects were far more likely to adopt video games if they themselves found the games enjoyable and frequently played those games. Though subjects indicated that they would only use non-violent games in the classroom, the great majority of subjects did not find a game wherein the main goal is to shoot and kill other on screen characters to be violent. The definition of a violent video game requires further study.
Also Read
- Using Gaming Literacies to Cultivate New Literacies
- New media resistance: Barriers to implementation of computer video games in the classroom
- A Model of Immersion to Guide the Design of Serious Games
- Training by Gaming: Preparing Teachers of Today for Tomorrow’s Learning Environments
- Student Engagement and Attitude Change Towards Science When Learning with a Virtual World Based Curriculum: A Case Study
- Learning Objects in Context
- Video Games in Science: A Model for Students and Teachers Creating 3D Role Playing Games
- Games and Motivation to Learn Science: Personal Identity, Applicability, Relevance and Meaningfulness
- Learning and Teaching with Electronic Games
- CSI Web Adventures: Challenges and Outcomes of Building a Companion Forensics E-Learning Environment to Accompany a Museum Exhibit
Tags
Add tagComments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.


New comment