Investigating teachers' practices of using games in school: A pattern-based approach.
Triinu JesminTobias LeyPublished in: OpenSym (2016)
Keyphrases
- teaching practices
- digital games
- learning opportunities
- high school
- public schools
- science curriculum
- classroom practice
- school teachers
- professional development
- middle school
- mathematics learning
- primary school
- video games
- learning environment
- teacher training
- digital literacy
- science education
- computer technology
- elementary school
- technology integration
- secondary school
- teacher education
- game based learning
- primary and secondary school
- educational games
- middle school mathematics
- pre service
- student learning
- learning experience
- learning games
- e learning
- foreign language learners
- game design
- computer games
- lesson plans
- engaging students
- educational practices
- formal education
- school district
- computer usage
- classroom learning
- helping students
- serious games
- game play
- game playing
- high school students
- learning process
- educational technology
- internet technology
- teaching methods
- higher education
- preservice teachers
- special education
- learning tools
- authoring tool
- science teachers
- science classroom
- learning community
- computer science education
- blended learning
- educational settings
- hong kong
- technology enhanced