Fighting baddies and collecting bananas: teachers' perceptions of games-based literacy learning

This paper discusses how practicing teachers conceptualize commercial off the shelf (COTS) videogames within classroom-based English language arts instruction. Understanding how today's teachers perceive virtual worlds and videogames as an instructional tool for schema building within literacy...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Educational media international 2013-01, Vol.50 (1), p.51-62
Hauptverfasser: Gerber, Hannah R., Price, Debra P.
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 62
container_issue 1
container_start_page 51
container_title Educational media international
container_volume 50
creator Gerber, Hannah R.
Price, Debra P.
description This paper discusses how practicing teachers conceptualize commercial off the shelf (COTS) videogames within classroom-based English language arts instruction. Understanding how today's teachers perceive virtual worlds and videogames as an instructional tool for schema building within literacy development will help researchers better understand ways to structure games-based learning in classroom environments. Data for this study were drawn from case study research of a graduate pilot course focusing on the intersections of virtual worlds, popular culture, and literacy instruction. Findings indicate that a limited understanding of videogames and virtual worlds does not hinder practicing teachers from desiring to create engaging units of study using videogames as a schema building tool. However, teachers feel that using videogames for schema building in the classroom will lead to negative perceptions of how they are viewed as teachers. This is compounded by the perception that they will not receive adequate financial support in the form of professional development from administration, nor will they receive monies for technological support to implement within instruction. However, despite these findings, teachers desire to use games-based learning and implement it as a schema building exercises with their students.
doi_str_mv 10.1080/09523987.2013.777182
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_1373089314</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ericid>EJ1005259</ericid><sourcerecordid>1373089314</sourcerecordid><originalsourceid>FETCH-LOGICAL-c390t-3131d5ca39dc592d58b30fa4e9f1dc6c8903844e3f3e3a5ff0393a51b907fb193</originalsourceid><addsrcrecordid>eNp9kMFq3DAQhkVooNskb9CAoIf24s3IstZWL6WEpGkJ9NKchSyNNgpaaSt5Cfv2lXHaQw9BhwHN988MHyHvGawZDHAFUrRcDv26BcbXfd-zoT0hK9ZtZCN6CW_IakaamXlL3pXyBACsZd2KqFu_fZx83NJRW-uxUB0tNSkENC_fsb7ymU6ozSPm8pHuMRvcTz7FQpOjW73D0oy6oKXBT5i1OdKAOseaPyenToeCFy_1jDzc3vy6vmvuf377fv31vjFcwtRwxpkVRnNpjZCtFcPIwekOpWPWbMwggQ9dh9xx5Fo4B1zWykYJvRuZ5Gfk0zJ3n9PvA5ZJ7XwxGIKOmA5FMd5zGCRnXUU__Ic-pUOO9bpKbaqVVgxtpbqFMjmVktGpffY7nY-KgZqtq7_W1WxdLdZr7HKJYfbmX-TmBwMQrZjv_LL0fXQp7_RzysGqSR9Dyi7raHxR_NUNfwBGKZHx</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>1362142582</pqid></control><display><type>article</type><title>Fighting baddies and collecting bananas: teachers' perceptions of games-based literacy learning</title><source>EBSCOhost Education Source</source><creator>Gerber, Hannah R. ; Price, Debra P.</creator><creatorcontrib>Gerber, Hannah R. ; Price, Debra P.</creatorcontrib><description>This paper discusses how practicing teachers conceptualize commercial off the shelf (COTS) videogames within classroom-based English language arts instruction. Understanding how today's teachers perceive virtual worlds and videogames as an instructional tool for schema building within literacy development will help researchers better understand ways to structure games-based learning in classroom environments. Data for this study were drawn from case study research of a graduate pilot course focusing on the intersections of virtual worlds, popular culture, and literacy instruction. Findings indicate that a limited understanding of videogames and virtual worlds does not hinder practicing teachers from desiring to create engaging units of study using videogames as a schema building tool. However, teachers feel that using videogames for schema building in the classroom will lead to negative perceptions of how they are viewed as teachers. This is compounded by the perception that they will not receive adequate financial support in the form of professional development from administration, nor will they receive monies for technological support to implement within instruction. However, despite these findings, teachers desire to use games-based learning and implement it as a schema building exercises with their students.</description><identifier>ISSN: 0952-3987</identifier><identifier>EISSN: 1469-5790</identifier><identifier>DOI: 10.1080/09523987.2013.777182</identifier><identifier>CODEN: EDMIAF</identifier><language>eng</language><publisher>London: Routledge</publisher><subject>Case Studies ; Classroom Environment ; Computer &amp; video games ; digital literacies ; Educational Technology ; Elementary School Teachers ; English Instruction ; Graduate Study ; Instructional design ; Language Arts ; Learner Engagement ; Literacy ; Popular Culture ; Professional Development ; Secondary School Teachers ; Student teachers ; Teacher Attitudes ; teacher education ; Teaching Methods ; Technology adoption ; Units of Study ; Video Games ; videogames ; Virtual reality ; virtual worlds</subject><ispartof>Educational media international, 2013-01, Vol.50 (1), p.51-62</ispartof><rights>Copyright International Council for Educational Media 2013</rights><rights>Copyright Taylor &amp; Francis Ltd. 2013</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c390t-3131d5ca39dc592d58b30fa4e9f1dc6c8903844e3f3e3a5ff0393a51b907fb193</citedby><cites>FETCH-LOGICAL-c390t-3131d5ca39dc592d58b30fa4e9f1dc6c8903844e3f3e3a5ff0393a51b907fb193</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1005259$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Gerber, Hannah R.</creatorcontrib><creatorcontrib>Price, Debra P.</creatorcontrib><title>Fighting baddies and collecting bananas: teachers' perceptions of games-based literacy learning</title><title>Educational media international</title><description>This paper discusses how practicing teachers conceptualize commercial off the shelf (COTS) videogames within classroom-based English language arts instruction. Understanding how today's teachers perceive virtual worlds and videogames as an instructional tool for schema building within literacy development will help researchers better understand ways to structure games-based learning in classroom environments. Data for this study were drawn from case study research of a graduate pilot course focusing on the intersections of virtual worlds, popular culture, and literacy instruction. Findings indicate that a limited understanding of videogames and virtual worlds does not hinder practicing teachers from desiring to create engaging units of study using videogames as a schema building tool. However, teachers feel that using videogames for schema building in the classroom will lead to negative perceptions of how they are viewed as teachers. This is compounded by the perception that they will not receive adequate financial support in the form of professional development from administration, nor will they receive monies for technological support to implement within instruction. However, despite these findings, teachers desire to use games-based learning and implement it as a schema building exercises with their students.</description><subject>Case Studies</subject><subject>Classroom Environment</subject><subject>Computer &amp; video games</subject><subject>digital literacies</subject><subject>Educational Technology</subject><subject>Elementary School Teachers</subject><subject>English Instruction</subject><subject>Graduate Study</subject><subject>Instructional design</subject><subject>Language Arts</subject><subject>Learner Engagement</subject><subject>Literacy</subject><subject>Popular Culture</subject><subject>Professional Development</subject><subject>Secondary School Teachers</subject><subject>Student teachers</subject><subject>Teacher Attitudes</subject><subject>teacher education</subject><subject>Teaching Methods</subject><subject>Technology adoption</subject><subject>Units of Study</subject><subject>Video Games</subject><subject>videogames</subject><subject>Virtual reality</subject><subject>virtual worlds</subject><issn>0952-3987</issn><issn>1469-5790</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2013</creationdate><recordtype>article</recordtype><recordid>eNp9kMFq3DAQhkVooNskb9CAoIf24s3IstZWL6WEpGkJ9NKchSyNNgpaaSt5Cfv2lXHaQw9BhwHN988MHyHvGawZDHAFUrRcDv26BcbXfd-zoT0hK9ZtZCN6CW_IakaamXlL3pXyBACsZd2KqFu_fZx83NJRW-uxUB0tNSkENC_fsb7ymU6ozSPm8pHuMRvcTz7FQpOjW73D0oy6oKXBT5i1OdKAOseaPyenToeCFy_1jDzc3vy6vmvuf377fv31vjFcwtRwxpkVRnNpjZCtFcPIwekOpWPWbMwggQ9dh9xx5Fo4B1zWykYJvRuZ5Gfk0zJ3n9PvA5ZJ7XwxGIKOmA5FMd5zGCRnXUU__Ic-pUOO9bpKbaqVVgxtpbqFMjmVktGpffY7nY-KgZqtq7_W1WxdLdZr7HKJYfbmX-TmBwMQrZjv_LL0fXQp7_RzysGqSR9Dyi7raHxR_NUNfwBGKZHx</recordid><startdate>20130101</startdate><enddate>20130101</enddate><creator>Gerber, Hannah R.</creator><creator>Price, Debra P.</creator><general>Routledge</general><general>Taylor &amp; Francis Ltd</general><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>AAYXX</scope><scope>CITATION</scope></search><sort><creationdate>20130101</creationdate><title>Fighting baddies and collecting bananas: teachers' perceptions of games-based literacy learning</title><author>Gerber, Hannah R. ; Price, Debra P.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c390t-3131d5ca39dc592d58b30fa4e9f1dc6c8903844e3f3e3a5ff0393a51b907fb193</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2013</creationdate><topic>Case Studies</topic><topic>Classroom Environment</topic><topic>Computer &amp; video games</topic><topic>digital literacies</topic><topic>Educational Technology</topic><topic>Elementary School Teachers</topic><topic>English Instruction</topic><topic>Graduate Study</topic><topic>Instructional design</topic><topic>Language Arts</topic><topic>Learner Engagement</topic><topic>Literacy</topic><topic>Popular Culture</topic><topic>Professional Development</topic><topic>Secondary School Teachers</topic><topic>Student teachers</topic><topic>Teacher Attitudes</topic><topic>teacher education</topic><topic>Teaching Methods</topic><topic>Technology adoption</topic><topic>Units of Study</topic><topic>Video Games</topic><topic>videogames</topic><topic>Virtual reality</topic><topic>virtual worlds</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Gerber, Hannah R.</creatorcontrib><creatorcontrib>Price, Debra P.</creatorcontrib><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>CrossRef</collection><jtitle>Educational media international</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Gerber, Hannah R.</au><au>Price, Debra P.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1005259</ericid><atitle>Fighting baddies and collecting bananas: teachers' perceptions of games-based literacy learning</atitle><jtitle>Educational media international</jtitle><date>2013-01-01</date><risdate>2013</risdate><volume>50</volume><issue>1</issue><spage>51</spage><epage>62</epage><pages>51-62</pages><issn>0952-3987</issn><eissn>1469-5790</eissn><coden>EDMIAF</coden><abstract>This paper discusses how practicing teachers conceptualize commercial off the shelf (COTS) videogames within classroom-based English language arts instruction. Understanding how today's teachers perceive virtual worlds and videogames as an instructional tool for schema building within literacy development will help researchers better understand ways to structure games-based learning in classroom environments. Data for this study were drawn from case study research of a graduate pilot course focusing on the intersections of virtual worlds, popular culture, and literacy instruction. Findings indicate that a limited understanding of videogames and virtual worlds does not hinder practicing teachers from desiring to create engaging units of study using videogames as a schema building tool. However, teachers feel that using videogames for schema building in the classroom will lead to negative perceptions of how they are viewed as teachers. This is compounded by the perception that they will not receive adequate financial support in the form of professional development from administration, nor will they receive monies for technological support to implement within instruction. However, despite these findings, teachers desire to use games-based learning and implement it as a schema building exercises with their students.</abstract><cop>London</cop><pub>Routledge</pub><doi>10.1080/09523987.2013.777182</doi><tpages>12</tpages></addata></record>
fulltext fulltext
identifier ISSN: 0952-3987
ispartof Educational media international, 2013-01, Vol.50 (1), p.51-62
issn 0952-3987
1469-5790
language eng
recordid cdi_proquest_miscellaneous_1373089314
source EBSCOhost Education Source
subjects Case Studies
Classroom Environment
Computer & video games
digital literacies
Educational Technology
Elementary School Teachers
English Instruction
Graduate Study
Instructional design
Language Arts
Learner Engagement
Literacy
Popular Culture
Professional Development
Secondary School Teachers
Student teachers
Teacher Attitudes
teacher education
Teaching Methods
Technology adoption
Units of Study
Video Games
videogames
Virtual reality
virtual worlds
title Fighting baddies and collecting bananas: teachers' perceptions of games-based literacy learning
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-05T20%3A08%3A39IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Fighting%20baddies%20and%20collecting%20bananas:%20teachers'%20perceptions%20of%20games-based%20literacy%20learning&rft.jtitle=Educational%20media%20international&rft.au=Gerber,%20Hannah%20R.&rft.date=2013-01-01&rft.volume=50&rft.issue=1&rft.spage=51&rft.epage=62&rft.pages=51-62&rft.issn=0952-3987&rft.eissn=1469-5790&rft.coden=EDMIAF&rft_id=info:doi/10.1080/09523987.2013.777182&rft_dat=%3Cproquest_cross%3E1373089314%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=1362142582&rft_id=info:pmid/&rft_ericid=EJ1005259&rfr_iscdi=true