Show simple item record

dc.contributor.advisorCimbricz, Sandra
dc.contributor.authorO'Riley, Molly E.
dc.date.accessioned2021-09-07T21:58:00Z
dc.date.available2021-09-07T21:58:00Z
dc.date.issued2016-12-01
dc.identifier.urihttp://hdl.handle.net/20.500.12648/5854
dc.description.abstractThis paper seeks to explore the recent research around digital game based learning (DGBL) and the K-12 classroom. Through an analytical review of the literature, this paper explores relationships between extant professional literature and empirical research, as well as examining common themes found through the exploration. There seems to be a dearth between the anecdotal literature advocating the use of DGBL in the classroom and empirical research to support its actual effect. This study looks at four different research articles written between 2010 and 2015 in order to find out if there is empirical evidence that supports the use of DGBL in the classroom, K-12. Findings point to some support for the potential benefits of DGBL, although research is still limited. Conclusions drawn include avenues for further study, and implications for teaching and learning.
dc.subjectDigital Game Based Learning
dc.subjectVideo Games
dc.subjectK-12
dc.subjectEducation
dc.subjectGamified
dc.titleThe Question of Digital Game Based Learning: An Investigation into the Potential Promises and Perils of Education's Golden Goose
dc.typethesis
refterms.dateFOA2021-09-07T21:58:00Z
dc.description.institutionSUNY Brockport
dc.description.departmentEducation and Human Development
dc.description.degreelevelMaster of Science in Education (MSEd)
dc.source.statuspublished
dc.description.publicationtitleEducation and Human Development Master's Theses
dc.contributor.organizationThe College at Brockport
dc.languate.isoen_US


Files in this item

Thumbnail
Name:
ehd_theses/632/fulltext (1).pdf
Size:
281.8Kb
Format:
PDF

This item appears in the following Collection(s)

Show simple item record