Video Games in Education: Do They Have a Future?
Jonathan Gratch, University of North Texas, United States ; Janet Kely, Texas Christian University, United States ; Greg Jones, University of North Texas, United States ; Robert Maninger, Texas Christain University, United States
Society for Information Technology & Teacher Education International Conference, in Las Vegas, Nevada, USA ISBN 978-1-880094-64-8 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Over the past 30 years video and computer games have become entrenched in the daily routine of millions. Today few students entering schools have not been exposed to gaming or gaming concepts. Video games are such a dominant form of entertainment in American culture, it is assumed that gaming would infiltrate and impact the educational arena. However, educators view video games, even educational ones, as vehicles of entertainment, and that is an obstacle that is yet to be overcome. To glean a better understanding of how preservice teachers, who matured in the video-game generation, view gaming and implications for use in a classroom, students enrolled in two different university prospective teacher certification programs were surveyed using a computer games survey. The Computer Games Inventory is designed to evaluate frequency of usage of internet applications, games, email and associated behavior.
Gratch, J., Kely, J., Jones, G. & Maninger, R. (2008). Video Games in Education: Do They Have a Future?. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1669-1674). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).