Catherine Beavis|Sandy Muspratt|Roberta Thompson
‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom
Griffith University|University of Queensland|Griffith University
abstractthere considerable enthusiasm many quarters incorporation digital games classroom capacity games engage challenge players present complex representations experiences foster collaborative learning promote deep learning increasing research documenting progress outcomes gamebased learning relatively little attention paid student perceptions voice order effectively target gamebased learning pedagogy important understand students previous experience use games classroom made paper present findings survey 270 primary secondary school students year levels 49 aged 914 6 queensland schools start 3year australian research council project researching use digital games school promote literacy learningkeywords computer videogamesdigital gamesgamebased learningdigital literacypedagogystudent perceptions acknowledgementswe acknowledge students teachers six queensland schools industry partners research serious play research team catherine beavis michael dezuanni joanne omara leonie rowan sarah prestridge jason zagami yam san chee research assistance roberta thompson christy mcgillivray colleen stielerhunt statistical consultant sandy muspratt additional research assistance david elliotfundingthis work supported australian research council linkage grant lp110200309 serious play using digital games school promote literacy learning twenty first centurynotes contributorscatherine beavis professor education griffith university researches area digital culture young people new media particular focus changing nature text literacy implications young peoples experience online world literacy pedagogy curriculumsandy muspratt holds honorary position school education university queensland worked range commissioned research evaluation projects including projects commissioned education queensland ausaid lerning federation taught quantitative methods courses conducted workshops delivered lectures range topics staff studentsroberta thompson griffith university phd candidate doctoral work explores online interactions adolescent girls problems encounter working prevention perspective roberta interest relationship school climate cybersafety practice student wellbeingnotes1 beavis c dezuanni omara j prestridge rowan l zagami j chee ys australian research council serious play serious play using digital games school promote literacy learning twenty first century australian research council 20122014 industry partners department education early childhood development vic six queensland schools research assistance mcgillivray c thompson r steilerhunt c2 beavis c bradford c omara j walsh c literacy digital world twenty first century learning computer games australian research council 20072009 industry partners australian centre moving image victorian association teaching english department education early childhood development victoria research fellow thomas apperley research assistant amanda gutierrez