2013
DOI: 10.1080/09523987.2013.777182
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Fighting baddies and collecting bananas: teachers’ perceptions of games-based literacy learning

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Cited by 29 publications
(16 citation statements)
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“…Although there seems to be a trend towards acceptance (eg, Emin‐Martinez & Ney, ; Hsu et al, ; Li & Huang, ; Proctor & Marks, ; Ray, Powell, & Jacobsen, ; Takeuchi & Vaala, ), there are still reservations regarding relevance (Ray et al, ; Romero & Barma, ) and many teachers do not believe IDGs have a place in classrooms (Bourgonjon et al, ; Dickey, ). Gerber and Price () and Hsu et al () indicate that many teachers are unaware of the potential student learning opportunities games can provide. For example, Romero and Barma () found that participants did not consider that games could be relevant to classrooms.…”
Section: Literature Reviewmentioning
confidence: 99%
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“…Although there seems to be a trend towards acceptance (eg, Emin‐Martinez & Ney, ; Hsu et al, ; Li & Huang, ; Proctor & Marks, ; Ray, Powell, & Jacobsen, ; Takeuchi & Vaala, ), there are still reservations regarding relevance (Ray et al, ; Romero & Barma, ) and many teachers do not believe IDGs have a place in classrooms (Bourgonjon et al, ; Dickey, ). Gerber and Price () and Hsu et al () indicate that many teachers are unaware of the potential student learning opportunities games can provide. For example, Romero and Barma () found that participants did not consider that games could be relevant to classrooms.…”
Section: Literature Reviewmentioning
confidence: 99%
“…For example, Romero and Barma () found that participants did not consider that games could be relevant to classrooms. Further, adopters have concerns that their teaching colleagues will not approve (Emin‐Martinez & Ney, ; Gerber & Price, ; Stieler‐Hunt & Jones, ).…”
Section: Literature Reviewmentioning
confidence: 99%
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“…Though some have been skeptical of videogames in the classroom (cf. Rice, 2007), others have acknowledged the value of videogames as pedagogical tools (Abrams & Russo, 2015;Gerber & Price, 2013;Kenny & McDaniel, 2009;Schrader, Zheng, & Young, 2006;Squire, 2011). Systems thinking (e.g., engineering), 21st century skills, digital literacies, social media savvy, and collaboration skills are just some of the benefits that students can develop through game-based pedagogy (De Aguilera & Méndiz, 2003;Gallagher & Prestwich, 2013;Gee, 2013;Squire, 2007;Squire & Barab, 2004).…”
Section: Erica Holan Luccimentioning
confidence: 99%
“…Given their own experiences with and the ubiquity of video games, more teachers have been buying into the potential uses of video games for learning (Gerber & Price, ). They seem to have realized what researchers such as Steinkuehler () have espoused: Video games attract many people because they offer a space for finding solace in one's expertise, finding success, and realizing one's capabilities in a virtual environment.…”
mentioning
confidence: 99%