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Zombies in the classroom. Video games for engagement in a new century of education

Andreassen, Stig
Master thesis
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URI
https://hdl.handle.net/1956/9964
Date
2015-05-15
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  • Department of Linguistics, Literary and Aestetic Studies [680]
Abstract
The use of video games in the classroom is still a controversial topic in the society. In this thesis I show results from a research with a high school in the autumn 2014. In this research I followed several classes which used the video game "The Walking Dead" to learn ethics in the classroom. The thesis focuses on gathering relevant information from a number of research fields and shows a holistic view of the pros and cons of video games in the classroom. The study reveals a positive attitude towards video games from both the students' perspective, as well as satisfied educators. The study includes multiple surveys with over 100 students, focused interviews with 17 students and 3 teachers, and statistical data from the school. The results indicate that video games are potentially good tools for educators that wish to use them, and that those who do, should be encouraged to use them. The research also includes the key success factors to implement video games in classroom learning.
 
Bruken av dataspill i klasserommet har både sine forkjempere og motstandere, i denne oppgaven viser jeg resultater fra forskning utført høsten 2014. I denne perioden så fulgte jeg flere klasser på Nordahl Grieg videregående skole i Bergen, som bruke spillet The Walking Dead, laget av Telltale games i etikkundervisningen. Denne oppgaven fokuserer på å knytte sammen helheten rundt både motstanden til dataspill i klasserommet så vel som å fremme de potensiale positive egenskapene de medbringer. For denne forskningen intervjuet jeg 17 studenter, fire lærere og gjennomførte to spørreundersøkelser, samt innhentet informasjon fra skolen. Den har vist en meget positiv innstilling fra elevenes side, samt fornøyde lærere som føler dataspillet har passet godt inn i klasserommet. Videre viser resultatene at dataspill har ett potensiale i en læringssituasjon om brukt med omhu. Hva dette medfører er at lærerne som ønsker burde få muligheten til å bruke dataspill i sine klasserom hvor dette er hensiktsmessig.
 
Publisher
The University of Bergen

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