Overcoming Barriers and Improving Outcomes: Teachers' Perspectives on Using Narrative Videogames to Teach Literacy/English

Saved in:
Bibliographic Details
Title: Overcoming Barriers and Improving Outcomes: Teachers' Perspectives on Using Narrative Videogames to Teach Literacy/English
Language: English
Authors: Jen Aggleton (ORCID 0000-0001-6396-2213), Emily Mannard (ORCID 0000-0003-1734-6529), Mona Humaid Aljanahi (ORCID 0000-0001-7321-3603), Christian Ehret (ORCID 0000-0002-7589-1974)
Source: Literacy. 2025 59(2):165-176.
Availability: Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us
Peer Reviewed: Y
Page Count: 12
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Descriptors: Teacher Attitudes, Technology Uses in Education, Video Games, Teaching Methods, Literacy Education, Technology Integration, Barriers, Educational Games, Action Research, Narration, Pedagogical Content Knowledge, English Instruction
DOI: 10.1111/lit.12384
ISSN: 1741-4350
1741-4369
Abstract: Research strongly supports the use of narrative videogames in the literacy/English classroom. However, for many teachers, incorporating videogames into their teaching practice is highly challenging. This article offers new insights into the potential of videogames as a pedagogical tool for literacy/English by exploring the barriers that teachers face when teaching with videogames, identifying how these barriers might be overcome and assessing whether the benefits of narrative videogames outweigh the practical difficulties of using them in the classroom. This participatory multiple-case study explores the experiences of six teachers, working in a range of contexts, who each undertook an action research project to assess the barriers to and benefits of teaching literacy/English with narrative videogames. The findings show that although the participants faced barriers related to practical considerations, game choice, pedagogical knowledge and negative attitudes, almost all barriers could be overcome, and the benefits of learning far outweighed the difficulties faced. This article offers a new model for how to overcome barriers to using videogames to teach literacy/English and makes recommendations for both educational practice and the games industry.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1470532
Database: ERIC
Full text is not displayed to guests.
Description
Abstract:Research strongly supports the use of narrative videogames in the literacy/English classroom. However, for many teachers, incorporating videogames into their teaching practice is highly challenging. This article offers new insights into the potential of videogames as a pedagogical tool for literacy/English by exploring the barriers that teachers face when teaching with videogames, identifying how these barriers might be overcome and assessing whether the benefits of narrative videogames outweigh the practical difficulties of using them in the classroom. This participatory multiple-case study explores the experiences of six teachers, working in a range of contexts, who each undertook an action research project to assess the barriers to and benefits of teaching literacy/English with narrative videogames. The findings show that although the participants faced barriers related to practical considerations, game choice, pedagogical knowledge and negative attitudes, almost all barriers could be overcome, and the benefits of learning far outweighed the difficulties faced. This article offers a new model for how to overcome barriers to using videogames to teach literacy/English and makes recommendations for both educational practice and the games industry.
ISSN:1741-4350
1741-4369
DOI:10.1111/lit.12384