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dc.contributor.authorAaberg, Lasse
dc.date.accessioned2020-10-05T11:09:07Z
dc.date.available2020-10-05T11:09:07Z
dc.date.issued2020
dc.identifier.citationAaberg, Lasse. (2020). Beyond Gaming Video Games in the Classroom (Master´s thesis). University of Agder, Kristiansanden_US
dc.identifier.urihttps://hdl.handle.net/11250/2681150
dc.descriptionMaster´s thesis in English (EN501)en_US
dc.description.abstractThis thesis examines the effects of using a commercial video game in education. The thesis investigates earlier studies on video games and second language learning (L2), along with an analysis of the educational properties of video games. In addition, the thesis looks at how video games compare to the view of the competence aims and basic skills in the new English subject curriculum (ENG01-04) in Norway. Empirical evidence for the educational use of video games was collected after a two-week study of teaching with a video game in two Norwegian upper-secondary classes. Both qualitative and quantitative data from the study were used to answer two research questions: (1) To what extent does the educational use of video games motivate pupils' English learning? and (2) What effects does the educational use of video games have on pupils' perceived learning outcomes in English? Results from the study combined with an analysis of earlier research suggest that educational use of video games can result in higher motivation and improved learning outcomes for Norwegian upper-secondary pupils.en_US
dc.language.isoengen_US
dc.publisherUniversity of Agderen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.subjectEN501en_US
dc.titleBeyond Gaming Video Games in the Classroomen_US
dc.typeMaster thesisen_US
dc.rights.holder© 2020 Lasse Aabergen_US
dc.subject.nsiVDP::Humaniora: 000::Film- og teatervitenskap: 170en_US
dc.source.pagenumber103en_US


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Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
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