Secondary school students’ relationship to electronic games, and the use of educational gameware in tuition
Abstract
This article reports on results of a preliminary study which has been carried out with a sample of secondary school students concerning their habits in using a computer game. After reviewing the scientific literature on the exposition of students to electronic games in and out of school, we describe the profile of young people in how they use gameware, including educational programs, in both private and school contexts. We then report about the results of a study in which students assessed four educational e-games which had been supported by the Ministry for Education. Further results of students’ estimations about what makes game software educational and interesting are reported. In order to reduce the gap of students between experiences within and outside of school, we conclude our contribution with suggestions on how gameware, and ICT in general, can be integrated in tuition and school.
License
This work is licensed under a Creative Commons Attribution 4.0 International License.