TY - JOUR
T1 - Overcoming barriers and improving outcomes
T2 - teachers' perspectives on using narrative videogames to teach literacy/English
AU - Aggleton, Jen
AU - Mannard, Emily
AU - Aljanahi, Mona Humaid
AU - Ehret, Christian
N1 - Publisher Copyright:
© 2024 The Author(s). Literacy published by John Wiley & Sons Ltd on behalf of United Kingdom Literacy Association.
PY - 2024
Y1 - 2024
N2 - Research strongly supports the use of narrative videogames in the literacy/English classroom. However, for many teachers, incorporating videogames into their teaching practice is highly challenging. This article offers new insights into the potential of videogames as a pedagogical tool for literacy/English by exploring the barriers that teachers face when teaching with videogames, identifying how these barriers might be overcome and assessing whether the benefits of narrative videogames outweigh the practical difficulties of using them in the classroom. This participatory multiple-case study explores the experiences of six teachers, working in a range of contexts, who each undertook an action research project to assess the barriers to and benefits of teaching literacy/English with narrative videogames. The findings show that although the participants faced barriers related to practical considerations, game choice, pedagogical knowledge and negative attitudes, almost all barriers could be overcome, and the benefits of learning far outweighed the difficulties faced. This article offers a new model for how to overcome barriers to using videogames to teach literacy/English and makes recommendations for both educational practice and the games industry.
AB - Research strongly supports the use of narrative videogames in the literacy/English classroom. However, for many teachers, incorporating videogames into their teaching practice is highly challenging. This article offers new insights into the potential of videogames as a pedagogical tool for literacy/English by exploring the barriers that teachers face when teaching with videogames, identifying how these barriers might be overcome and assessing whether the benefits of narrative videogames outweigh the practical difficulties of using them in the classroom. This participatory multiple-case study explores the experiences of six teachers, working in a range of contexts, who each undertook an action research project to assess the barriers to and benefits of teaching literacy/English with narrative videogames. The findings show that although the participants faced barriers related to practical considerations, game choice, pedagogical knowledge and negative attitudes, almost all barriers could be overcome, and the benefits of learning far outweighed the difficulties faced. This article offers a new model for how to overcome barriers to using videogames to teach literacy/English and makes recommendations for both educational practice and the games industry.
KW - multiliteracies
KW - overcoming barriers
KW - participatory case study
KW - pedagogy
KW - teachers' perspectives
KW - videogames
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U2 - 10.1111/lit.12384
DO - 10.1111/lit.12384
M3 - Article
AN - SCOPUS:85201127633
SN - 1741-4350
JO - Literacy
JF - Literacy
ER -