Using Video Games and Virtual/Augmented Reality as Literary Learning Tools in the Classroom
Location
Bobo Room, Hodgin Hall, Third Floor
Start Date
8-11-2017 12:30 PM
End Date
8-11-2017 1:30 PM
Abstract
The field of education has long been playing catch-up with the new literacies of the day like video games and virtual/augmented reality. Although the average age of a video game player in this country is thirty six years old ESA (2016), video games have yet to make their way into the classrooms Harvey (2016). My dissertation study used four consoles and studied nineteen 8th grade students over 25 days using the PlayStation 4 VR, Nintendo 64, Xbox 360, and PlayStation 3. Students were co-researchers in the matter of their own learning and the data from the four groups illuminates the power of game-based learning and the exploration of video games as literature in the classroom. What stands in the way of this becoming the norm, and what can we do now to bridge the digital divide in the classroom?
Using Video Games and Virtual/Augmented Reality as Literary Learning Tools in the Classroom
Bobo Room, Hodgin Hall, Third Floor
The field of education has long been playing catch-up with the new literacies of the day like video games and virtual/augmented reality. Although the average age of a video game player in this country is thirty six years old ESA (2016), video games have yet to make their way into the classrooms Harvey (2016). My dissertation study used four consoles and studied nineteen 8th grade students over 25 days using the PlayStation 4 VR, Nintendo 64, Xbox 360, and PlayStation 3. Students were co-researchers in the matter of their own learning and the data from the four groups illuminates the power of game-based learning and the exploration of video games as literature in the classroom. What stands in the way of this becoming the norm, and what can we do now to bridge the digital divide in the classroom?