There is considerable enthusiasm in many quarters for the incorporation of digital games into the classroom, and the capacity of games to engage and challenge players, present complex representations and experiences, foster collaborative learning, and promote deep learning. But while there is increasing research documenting the progress and outcomes of gamebased learning, relatively little attention is paid to student perceptions and voice. In order to effectively target game-based learning pedagogy, it is important to understand students' previous experience, if any, of the use of games in the classroom, and what they made of these. In this paper, we present findings from a survey of 270 primary and secondary school students in Year Levels 4-9 (aged 9-14) in 6 Queensland schools at the start of a 3-year Australian Research Council project researching the use of digital games in school to promote literacy and learning.
In this article, the authors discuss the findings of two surveys that were conducted with 10-year-old primary students and their parents in Hong Kong. They sought to gather empirical data about how the students spend their time in out-of-school contexts in order to interrogate the view that Asian students often spend much of their time studying, with little leisure time. The authors were concerned that there was an absence of empirical data on this topic. Increasingly, there is a recognition that Asian students perform well in high-stakes international tests, and a widely held view is that this is because they dedicate so much time to intensive academic study in contrast to their ‘Western’ counterparts. The social and cultural capital derived from doing well in school systems is an established feature of many global contexts. In the competitive environment that characterises education in Hong Kong, progression through the system is based solely on examination scores, and justified on the basis that this is both equitable and allows the best students to thrive. Tutorial schools that train attendees in the art of testing are multimillion-dollar industries – but who are the clients? In this article, the authors reveal that at 10 years of age, the out-of-school lives of the students surveyed contain many and varied activities. They attend school and, in out-of-school contexts, complete homework, participate in activities that both incorporate new media (for example, television and computers) and others (for example, indoor and outdoor play), and do not.
Effective engagement of young children in the classroom is a critical step toward achieving positive learning outcomes. The Learning and Engagement Questionnaire (LEQ) was developed by the first two authors to identify ways in which teachers strive to engage learners in the classroom. In this study, the factor structure of the LEQ is examined. Participants were 274 teachers of children in their first 3 years of formal schooling. An exploratory factor analysis was conducted and supported a five factor solution: Goal Directed Learning; Task Selection; Teacher Responsiveness; Intensive Teaching; and Planning the Learning Environment.Keywords Learner engagement Á Child engagement Á Engagement measure Á Teachers Engagement has been defined as the amount of time children spend actively or attentively interacting appropriately with their environment at different levels of competence (McWilliam and Bailey 1992). According to McWilliam and Bailey
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