Reference Hub9
How do Professionals’ Attitudes Differ between what Game-Based Learning could Ideally Achieve and what is Usually Achieved

How do Professionals’ Attitudes Differ between what Game-Based Learning could Ideally Achieve and what is Usually Achieved

Wee Hoe Tan, Sean Neill, Sue Johnston-Wilder
Copyright: © 2012 |Volume: 2 |Issue: 1 |Pages: 15
ISSN: 2155-6849|EISSN: 2155-6857|EISBN13: 9781466612198|DOI: 10.4018/ijgbl.2012010101
Cite Article Cite Article

MLA

Tan, Wee Hoe, et al. "How do Professionals’ Attitudes Differ between what Game-Based Learning could Ideally Achieve and what is Usually Achieved." IJGBL vol.2, no.1 2012: pp.1-15. http://doi.org/10.4018/ijgbl.2012010101

APA

Tan, W. H., Neill, S., & Johnston-Wilder, S. (2012). How do Professionals’ Attitudes Differ between what Game-Based Learning could Ideally Achieve and what is Usually Achieved. International Journal of Game-Based Learning (IJGBL), 2(1), 1-15. http://doi.org/10.4018/ijgbl.2012010101

Chicago

Tan, Wee Hoe, Sean Neill, and Sue Johnston-Wilder. "How do Professionals’ Attitudes Differ between what Game-Based Learning could Ideally Achieve and what is Usually Achieved," International Journal of Game-Based Learning (IJGBL) 2, no.1: 1-15. http://doi.org/10.4018/ijgbl.2012010101

Export Reference

Mendeley
Favorite Full-Issue Download

Abstract

This paper compares the results of two surveys conducted between July 2009 and January 2010 with 45 subject matter experts (SMEs) and 41 game experts in the UK. The surveys examine the attitudes and attitude differences of the participants towards teachers who use games in the classroom and studios that produced educational games. The findings revealed respondents’ attitudes were statistically significantly less positive—comparing ideal conditions to usual practice—for the issues studied. The SMEs were unaware of the problems faced by educational game studios, which could lead to a scenario where games are made fun at the expense of learning outcomes or vice versa. In issues related to educational games, the SMEs were found to be certain only about aspects of related directly to teaching and learning while the games experts were confident only for game design and development. This revealed a need for collaboration between SMEs and game experts rather than independent production when designing and developing GBL solutions.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.