Spirit of the game: Empowering students as designers in schools?
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| Title: | Spirit of the game: Empowering students as designers in schools? |
|---|---|
| Authors: | Lim, Cher Ping1 (AUTHOR) |
| Source: | British Journal of Educational Technology. Nov2008, Vol. 39 Issue 6, p996-1003. 8p. |
| Subject Terms: | *Self-efficacy in students, *Computer assisted instruction authoring software, *Psychology of learning, *Teacher-student communication, *Mentoring in education, *Classroom environment, *Classroom dynamics, *Information technology, Computer game programming, Sociocultural factors, Communication & technology |
| Company/Entity: | Microsoft Corp. |
| Abstract: | The aim of this paper and the one which follows is to explore how the potential of computer games may be taken up in schools to support learning engagement among students. It is not the intention of the papers to dismiss existing classroom practices or overlook accounts of innovative practices in schools; the papers' aim is to provide educators who are interested in exploring the use of computer games in schools with information and ideas about how these games may be effectively used to engage students in their learning. This paper questions whether the empowerment of students to create games for one another based on the school curriculum may address the insignificance of computer games in the sociocultural setting of the school. Both papers have been commissioned by Microsoft (Asia-Pacific) under the Partners-In-Learning Initiative. Under this initiative, Microsoft establishes partnerships with ministries of education, national and local government bodies, and other stakeholders to empower students and teachers to realize their full potential, mediated by information and communication technologies. [ABSTRACT FROM AUTHOR] |
| Copyright of British Journal of Educational Technology is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Education Research Complete |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 34805540 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Spirit of the game: Empowering students as designers in schools? – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Lim%2C+Cher+Ping%22">Lim, Cher Ping</searchLink><relatesTo>1</relatesTo> (AUTHOR) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22British+Journal+of+Educational+Technology%22">British Journal of Educational Technology</searchLink>. Nov2008, Vol. 39 Issue 6, p996-1003. 8p. – Name: Subject Label: Subject Terms Group: Su Data: *<searchLink fieldCode="DE" term="%22Self-efficacy+in+students%22">Self-efficacy in students</searchLink><br />*<searchLink fieldCode="DE" term="%22Computer+assisted+instruction+authoring+software%22">Computer assisted instruction authoring software</searchLink><br />*<searchLink fieldCode="DE" term="%22Psychology+of+learning%22">Psychology of learning</searchLink><br />*<searchLink fieldCode="DE" term="%22Teacher-student+communication%22">Teacher-student communication</searchLink><br />*<searchLink fieldCode="DE" term="%22Mentoring+in+education%22">Mentoring in education</searchLink><br />*<searchLink fieldCode="DE" term="%22Classroom+environment%22">Classroom environment</searchLink><br />*<searchLink fieldCode="DE" term="%22Classroom+dynamics%22">Classroom dynamics</searchLink><br />*<searchLink fieldCode="DE" term="%22Information+technology%22">Information technology</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+game+programming%22">Computer game programming</searchLink><br /><searchLink fieldCode="DE" term="%22Sociocultural+factors%22">Sociocultural factors</searchLink><br /><searchLink fieldCode="DE" term="%22Communication+%26+technology%22">Communication & technology</searchLink> – Name: SubjectCompany Label: Company/Entity Group: Su Data: <searchLink fieldCode="DE" term="%22Microsoft+Corp%2E%22">Microsoft Corp.</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: The aim of this paper and the one which follows is to explore how the potential of computer games may be taken up in schools to support learning engagement among students. It is not the intention of the papers to dismiss existing classroom practices or overlook accounts of innovative practices in schools; the papers' aim is to provide educators who are interested in exploring the use of computer games in schools with information and ideas about how these games may be effectively used to engage students in their learning. This paper questions whether the empowerment of students to create games for one another based on the school curriculum may address the insignificance of computer games in the sociocultural setting of the school. Both papers have been commissioned by Microsoft (Asia-Pacific) under the Partners-In-Learning Initiative. Under this initiative, Microsoft establishes partnerships with ministries of education, national and local government bodies, and other stakeholders to empower students and teachers to realize their full potential, mediated by information and communication technologies. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of British Journal of Educational Technology is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=ehh&AN=34805540 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1111/j.1467-8535.2008.00823_1.x Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 8 StartPage: 996 Subjects: – SubjectFull: Self-efficacy in students Type: general – SubjectFull: Computer assisted instruction authoring software Type: general – SubjectFull: Psychology of learning Type: general – SubjectFull: Teacher-student communication Type: general – SubjectFull: Mentoring in education Type: general – SubjectFull: Classroom environment Type: general – SubjectFull: Classroom dynamics Type: general – SubjectFull: Information technology Type: general – SubjectFull: Computer game programming Type: general – SubjectFull: Sociocultural factors Type: general – SubjectFull: Communication & technology Type: general – SubjectFull: Microsoft Corp. Type: general Titles: – TitleFull: Spirit of the game: Empowering students as designers in schools? Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Lim, Cher Ping IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 11 Text: Nov2008 Type: published Y: 2008 Identifiers: – Type: issn-print Value: 00071013 Numbering: – Type: volume Value: 39 – Type: issue Value: 6 Titles: – TitleFull: British Journal of Educational Technology Type: main |
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