Cristin-resultat-ID: 1279940
Sist endret: 31. mai 2017, 08:55
NVI-rapporteringsår: 2015
Resultat
Vitenskapelig Kapittel/Artikkel/Konferanseartikkel
2015

Teachers’ Experiences Using KODU as a Teaching Tool

Bidragsytere:
  • Ståle Andre Nygård
  • Line Kolås og
  • Helga Sigurdardottir

Bok

Proceedings of the 9th European Conference on Games-Based Learning
ISBN:
  • 978-1-910810-58-3

Utgiver

Academic Conferences and Publishing International Limited
NVI-nivå 0

Serie

Proceedings of the European Conference on Games Based Learning (ECGBL)
ISSN 2049-0992
e-ISSN 2049-100X
NVI-nivå 1

Om resultatet

Vitenskapelig Kapittel/Artikkel/Konferanseartikkel
Publiseringsår: 2015
Hefte: 9
Sider: 416 - 422
ISBN:
  • 978-1-910810-58-3

Importkilder

Scopus-ID: 2-s2.0-84955065205

Klassifisering

Fagfelt (NPI)

Fagfelt: Tverrfaglig samfunnsforskning
- Fagområde: Samfunnsvitenskap

Beskrivelse Beskrivelse

Tittel

Teachers’ Experiences Using KODU as a Teaching Tool

Sammendrag

Digital games have become a part of the cultural and social reality in the Western world today, largely shaping the lives of those who have open access to them, children and young people in particular. In recent years digital games have been gathering acknowledgement as teaching facilitating tools and resources. This means that games are increasingly being applied in educational situations and within various educational contexts, which again requires that teachers not only understand both the potential and the limitations of digital game based learning – but also the fundamental coding logic that is the bases for all digital gaming, as well as numerous other things in our daily lives. In February 2013, 3 University Colleges in Norway started a cooperation project, creating a new University college course, titled “Gamebased learning” (n. “Spillbasert læring”). The goal was to prepare teachers at different levels of the education system to employ digital games in their various forms, as learning tools. Programm g is an important part of game‐based learning and in this project the Microsoft programming tool Kodu Game Lab was utilized. The course was first tested out at The Nord‐Trøndelag University College (HiNT) in the autumn semester of 2013. This paper analyses the reflections of the teachers who participated in the first digital game‐based learning course on how they experienced the employment of the Kodu coding tool in the classroom. Inspired by domestication theory and engagement theory, this paper presents the experiences of the teachers when they got to learn to teach basic coding skills to their pupils. We identify several themes that came up in their reflections, such as first impressions, reflections about digital natives and digital immigrants, the concepts of learning to use versus using to learn, the status of the teacher, prejudice, attitude change and IT‐challenges.

Bidragsytere

Inaktiv cristin-person

Ståle André Nygård

Bidragsyterens navn vises på dette resultatet som Ståle Andre Nygård
  • Tilknyttet:
    Forfatter
    ved Fakultet for samfunnsvitenskap ved Nord universitet

Line Kolås

  • Tilknyttet:
    Forfatter
    ved Fakultet for samfunnsvitenskap ved Nord universitet
Aktiv cristin-person

Helga Dis Isfold Sigurdardottir

Bidragsyterens navn vises på dette resultatet som Helga Sigurdardottir
  • Tilknyttet:
    Forfatter
    ved Fakultet for samfunnsvitenskap ved Nord universitet
  • Tilknyttet:
    Forfatter
    ved Institutt for tverrfaglige kulturstudier ved Norges teknisk-naturvitenskapelige universitet
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Resultatet er en del av Resultatet er en del av

Proceedings of the 9th European Conference on Games-Based Learning.

Munkvold, Robin; Kolås, Line. 2015, Academic Conferences and Publishing International Limited. NORDVitenskapelig antologi/Konferanseserie
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