Student and teacher perceptions of the value of Total War: Saga in motivating KS3 students in an all-boys state school

Author:

Cannatella Pietro

Abstract

Abstract This paper will investigate the efficacy of using game-based learning to increase motivation in Key Stage 3 boys (aged 11–14) at a single-sex, non-selective free school located in inner London. During observations of classes I have seen a spectrum of varying motivation in the classroom. As such, the aim of this game-inspired motivation should, as this paper will find, have a clearly demonstrable influence on their academic studies. This will be examined through measuring both an increase in intercultural communication competence and a desire to autodidactically research these historical and classical topics. Whilst the long-term effects of this research paper on its participants will not be properly understood for years to come, what can be currently measured, I hope, can offer genuine excitement in the area of digital games and motivation.

Publisher

Cambridge University Press (CUP)

Subject

Education,Classics

Reference10 articles.

1. Validity and quality in action research

2. Mitchell, A. , & Savill-Smith., C. (2004). The use of computer and video games for learning: A review of the literature

3. Using video game design to motivate students;Evans;Afterschool Matters,,2017

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