Charles L. Mifsud|Rosalind Vella|Liberato Camilleri
Attitudes towards and Effects of the Use of Video Games in Classroom Learning with Specific Reference to Literacy Attainment
University of Malta|University of Malta|University of Malta
first part study shows increased support using video games classroom different stakeholders namely students teachers parents potential role video games play classroom learning process needs well defined dire need research work experimental conditions measures tangibly effectiveness videogame use classroom learning experimental study described seeks address need focuses important area literacy attainment experimental group students used videogame classroom obtained significant gains number english second language items compared group students followed regular programme study makes claim teachers supported endeavours harness video games teaching learning tool however role teachers process requires redefinition calls also concerns teachers addressed feel play significant role adoption video games classroom learning