Integrating Commercial-off-the-Shelf Games into Language Classroom: PCaRD Experience of Two English Language Teachers

Author:

MUSAOĞLU AYDIN Seda,ÇAKIR Nur

Publisher

Egitimde Kuram ve Uygulama

Subject

General Medicine

Reference72 articles.

1. Adler, P. A., & Adler, P. (1994). Observational techniques. In N. K. Denzin & Y. S. Lincoln (Eds.), Handbook of Qualitative Research (pp. 377-392). Sage.

2. Allsop, Y., Yildirim, E. Y., & Screpanti, M. (2013). Teachers’ beliefs about game based learning: A comparative study of pedagogy, curriculum and practice in Italy, Turkey and the UK. In P. Escudeiro & C. Vaz de Carvalho (Eds.), Proceedings of 7th European Conference on Games Based Learning (ECGBL 2013) (pp. 1-10), Porto, Portugal.

3. Alkan, A., & Mertol, H. (2019). Teacher candidates’ state of using digital educational games. International Journal of Evaluation and Research in Education, 8(2), 344. https://doi.org/10.11591/ijere.v8i2.19260

4. An, Y., & Cao, L. (2016). The effects of game design experience on teachers’ attitudes and perceptions regarding the use of digital games in the classroom. TechTrends, 61(2), 162. https://doi.org/10.1007/s11528-016-0122-8

5. Becker, K. (2007). Digital game-based learning once removed: Teaching teachers. British Journal of Educational Technology, 38(3), 478. https://doi.org/10.1111/j.1467-8535.2007.00711.x

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