Teacher attitudes and practices regarding the use of digital educational games for student motivation in the English language classroom

University essay from Malmö universitet/Fakulteten för lärande och samhälle (LS)

Abstract: The purpose of incorporating digital educational games in educational settings is to engage the students' desire to learn. The aim of the syllabus for upper secondary school, as expressed by Skolverket (2011) is to support the students for lifelong learning and in order to do so, motivation is needed. However, a problematic gap can be found between “games” and “formal education” which are two different concepts which cross paths in this study. One path shows the foundation of the Swedish steering documents, and the other displays the motivational aspects of implementing digital educational games in educational settings. This qualitative research uses questionnaire surveys with structured questions and semi-structured follow-up interviews via email in order to examine to what degree digital educational games can be implemented in the English 6 classroom. It investigates the effectiveness of digital educational games in regard to English teaching and teachers’ attitudes and beliefs. The results display different approaches teachers could take when incorporating digital educational games in their classroom but also show significant factors such as teachers' experiences in the digital classroom. The research concludes that digital educational games can be used to encourage student motivation and in the teaching practices of upper secondary school teachers in Malmö. This is therefore an important area that should be further researched to ensure that teachers receive sufficient guidance and experience for using digital educational games in the English classroom.

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