p.180). Aldrich (2005) stated “people learn better
when they don’t know they are learning” (p.34). In
designing and producing a commercially successful
videogame, game developers create experiences that
motivate players, requiring them to use different
kinds of problem solving and thinking skills so they
can learn to master the game’s content.
Research literature suggests that playing
videogames outside of school can help to
contextualize content learned in the classroom.
Videogames can provide an authentic learning
experience for some students by presenting content
in a meaningful way that gives them prior
knowledge for dealing with academic material at
school (Abrams, 2009, p.344). Videogames are a
form of alternate literacy practice that is not readily
recognized by educators who are required to meet
curricular needs (Madill and Sanford, 2007, p.435).
They have little experience with videogames and do
not see the multiple learning opportunities available
to their students. Halverson (2005) argued that
participation in game based learning environments
can help educators appreciate playing videogames as
a legitimate form of learning (p.7).
3 BARRIERS TO VIDEOGAMES
IN THE SCHOOLS
The literature demonstrates that there is considerable
resistance by educators to using videogames in the
schools. Klopfer and Yoon (2005) explained
“…videogames and learning have had a tumultuous
relationship because many perceive videogames as
taking away time from productive learning
activities…” (p. 35). An adversarial relationship
exists between the cultures of gaming and schooling;
school leaders and teachers react negatively to
videogames and gaming culture (Halverson, 2005).
Videogames are portrayed as a distraction from
education that prevents reflection by offering
immersive, addictive experiences (Pelletier, 2005).
De Freitas (2006) commented: “…there has been a
dominant perception of gaming as a leisure pursuit
with no pedagogic value…” (p.16). She suggested
there were legitimate barriers affecting the use of
videogames for learning in schools that included
lack of familiarity with game-based software, lack of
communities of practice for guidance and support,
limited preparation time for learning, lack of access
to the required hardware, the cost of software, and
the need for necessary technical support (De Freitas,
2006, p.16).
Kirriemuir and MacFarlane (2004) contended
that obstacles to using videogames in the classroom
include the length of scheduled class periods,
verifying a videogame is suitable for learning
purposes, the necessary support materials and
training required for teachers, and the costs
associated with purchasing hardware and software
(Kirriemuir and MacFarlane, 2004, p.7). In 2008, the
department of Educational Technology at Korea
National University surveyed 479 elementary and
secondary teachers to determine the factors that
inhibited them from using videogames in the
classroom. Six significant factors were identified –
budget limitations, curricular inflexibility, fixed
class schedules, lack of support materials, negative
opinions about videogames, and student unreadiness
(Baek, 2008, p.669).
The literature shows that the use of videogames
in education is a contentious issue. The purpose of
this study is to address this issue by comparing
secondary students’ experiences and opinions related
to videogames and their use in education with those
of student teachers and exemplary experienced
teachers.
4 RESEARCH METHOD
4.1 Participants
Three unique groups were surveyed at a western
Canadian university. The master teacher group
consisted of 27 exemplary professional educators
selected by SFU to act as mentors. The student
teacher group consisted of 45 student teachers
training to become professional educators. The
secondary student group comprised 85 grade ten,
eleven and twelve students from four secondary
schools in a suburb of Vancouver, British Columbia,
Canada. Participants in each of the three groups
were required to give their consent. Anonymity was
maintained in this study; the participants were not
asked to give their names.
4.2 Procedures
The online survey consisted of five sections that
featured a combination of 35 multiple choice and
open-ended questions. Section One examined the
participants’ level of experience and knowledge of
videogames. Section Two asked about their specific
experiences with video game hardware and software,
frequency of play, with whom the participant played
videogames, and experiences of playing videogames
CSEDU2013-5thInternationalConferenceonComputerSupportedEducation
102