Abstract :
The research design for this study focuses on examining the core issues and
challenges when video games are used in the classroom. For this purpose three
naturalistic contexts in Turkey were examined in which educational video
games were used as the basis for teaching units on world continents and
countries, first aid, and basic computer hardware and peripherals, in primary,
secondary and higher education contexts respectively. Methods employed in
the data collection include observing lessons, taking field notes, interviewing
students and teachers, saving online discourse data, and collecting student
artifacts and reflections. Findings identified issues related to (1) the design of
the video game environment, (2) school infrastructure, (3) the nature of
learning, the role of the teacher and classroom culture, and (4) engagement.