Interactive Whiteboards and Computer Games at Highschool Level: Digital Resources for Enhancing Reflection in Teaching and Learning

Elsebeth Korsgaard Sorensen, Mathias Poulsen, Rita Houmann, Poul Erik Mortensen

Research output: Contribution to conference without publisher/journalPaper without publisher/journalResearchpeer-review

Abstract

The general potential of computer games for teaching and learning is becoming widely recognized. In particular, within the application contexts of primary and lower secondary education, the relevance and value and computer games seem more accepted, and the possibility and willingness to incorporate computer games as a possible resource at the level of other educational resources seem more frequent. For some reason, however, to apply computer games in processes of teaching and learning at the high school level, seems an almost non-existent event.
This paper reports on study of incorporating the learning game “Global Conflicts: Latin America” as a resource into the teaching and learning of a course involving the two subjects “English language learning” and “Social studies” at the final year in a Danish high school. The study adapts an explorative research design approach and investigates and analyses the learning and social effects that appear in the classroom as a result of this approach.
The findings suggest that the incorporation of learning games at the high school level has much uncovered potential to offer processes of teaching and learning.
Original languageEnglish
Publication date2009
Publication statusAccepted/In press - 2009
Externally publishedYes

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