Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/19217
Full metadata record
DC FieldValueLanguage
dc.contributor.authorMifsud, Charles L.-
dc.contributor.authorVella, Rosalind-
dc.contributor.authorCamilleri, Liberato-
dc.date.accessioned2017-05-18T19:30:25Z-
dc.date.available2017-05-18T19:30:25Z-
dc.date.issued2013-
dc.identifier.citationMifsud, C. L., Vella, R., & Camilleri, L. (2013). Attitudes towards and effects of the use of video games in classroom learning with specific reference to literacy attainment. Research in Education, 90(1), 32-52.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar//handle/123456789/19217-
dc.description.abstractThe first part of this study shows that there is increased support for using video games in the classroom from different stakeholders, namely students, teachers and parents. The potential role that video games can play in the classroom learning process needs to be more well defined. There is a dire need for research work under experimental conditions which measures tangibly the effectiveness of videogame use in classroom learning. The experimental study described here seeks to address this need and focuses on the very important area of literacy attainment. The Experimental Group of students which used the videogame in the classroom obtained significant gains on a number of English as a Second Language items when compared to the other group of students which followed their regular programme. This study makes a claim for teachers to be supported in their endeavours to harness video games as a teaching and learning tool. However, the role of teachers in this process requires redefinition. It calls also for the concerns of teachers to be addressed if they are to feel they can play a significant role in the adoption of video games in classroom learning.en_GB
dc.language.isoenen_GB
dc.publisherSAGE Publicationsen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectVideo games in educationen_GB
dc.subjectLiteracyen_GB
dc.subjectLanguage acquisitionen_GB
dc.titleAttitudes towards and effects of the use of video games in classroom learning with specific reference to literacy attainmenten_GB
dc.typearticleen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.7227/RIE.90.1.3-
Appears in Collections:Scholarly Works - FacEduLHE
Scholarly Works - FacSciSOR

Files in This Item:
File Description SizeFormat 
OA - Attitudes towards and effects of the use of video games in classroom learning with specific reference to literacy attainment.1.pdfAttitudes towards and effects of the use of video games in classroom learning with specific reference to literacy attainment364.91 kBAdobe PDFView/Open


Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.