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Digital games for 21st century learn...
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Hovious, Amanda S.
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Digital games for 21st century learning: Teacher librarians' beliefs and practices.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Digital games for 21st century learning: Teacher librarians' beliefs and practices./
作者:
Hovious, Amanda S.
面頁冊數:
167 p.
附註:
Source: Masters Abstracts International, Volume: 54-06.
Contained By:
Masters Abstracts International54-06(E).
標題:
Educational technology. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1594168
ISBN:
9781321909685
Digital games for 21st century learning: Teacher librarians' beliefs and practices.
Hovious, Amanda S.
Digital games for 21st century learning: Teacher librarians' beliefs and practices.
- 167 p.
Source: Masters Abstracts International, Volume: 54-06.
Thesis (M.S.)--The University of North Dakota, 2015.
Digital games as tools for learning in K--12 have been a topic of intense discussion over the last 15 years. One area of focus has been on the integration of commercial off-the-shelf games in lesson plans. A predictive factor for the adoption and integration of digital games is the attitudes or readiness of teachers. Yet, while many studies have examined this with teachers themselves, teacher librarians (TLs) have largely been ignored, despite the key role they play in education and technology adoption in schools. This study attempted to determine TLs' beliefs and practices about digital games as 21st century learning tools, to examine similarities and differences with those of classroom teachers, and to see if and how TLs' pedagogical beliefs impacted their perceptions of barriers toward digital game adoption. The Teachers' Attitudes Toward Games (TATG) Survey measured TLs' perceptions of barriers to using digital games. Findings suggest that TLs tended to use digital games to address discrete library skills---a behaviorist practice---despite the fact that they tended to hold constructivist pedagogical beliefs. Though, evidence showed that some were using games to integrate 21st century skills into classroom lessons. Similar to findings on classroom teachers, TLs perceived lack of time, lack of infrastructure, and lack of support as barriers to using digital games. Furthermore, TLs with behaviorist beliefs tended to perceive greater barriers to using digital games as compared to TLs with constructivist beliefs.
ISBN: 9781321909685Subjects--Topical Terms:
517670
Educational technology.
Digital games for 21st century learning: Teacher librarians' beliefs and practices.
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