The question I chose to write my literature review on is:
"How can classrooms be transformed to motivate students they way games do?"
I chose this question because my experience with several students is that they lack motivation. Teens seem to be motivated by digital literacies and it is important to figure out how to transfer that motivation to the classroom.
Possible Resources.
Computer Games Functioning as Motivation Stimulants
Video Games in the Middle School Classroom
motivation to learn?
Using the technology of today, in the classrooms of today
Baek, Y. (2010). Gaming for Classroom-based Learning : Digital Role Playing As a Motivator of Study. [N.p.]: Information Science Reference.
Lepper, M. R. & Malone, T. W. (1987). Intrinsic motivation and instructional effective in computer-based education. In R. E. Snow & M. J. Farr (Eds.). Aptitude, learning and instruction: III. Cognitive and effective process analysis (pp. 255-186). Hillsdale, NJ: Erlbaum.
Smith, K. A., Sheppard, S. D., Johnson, D. W., & Johnson, R. T. (2005). Pedagogies of engagement: Classroom-based practices. Journal of Engineering Education, 94(1), 87-101. Retrieved from http://ezproxy.fairmontstate.edu/login?url=http://search.proquest.com/docview/217964349?accountid=10797
I have been pleasantly surprised in the amount of information online about gaming as a motivator.
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