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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  Data: Spirit of the game: Empowering students as designers in schools?
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  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]
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  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.)
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RecordInfo BibRecord:
  BibEntity:
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      – Type: doi
        Value: 10.1111/j.1467-8535.2008.00823_1.x
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      – Code: eng
        Text: English
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    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?
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            – D: 01
              M: 11
              Text: Nov2008
              Type: published
              Y: 2008
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