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Opposite Sides of the Portal: On the Brink of an Epic Win for Gaming in School

Sat, April 14, 4:05 to 5:35pm, Vancouver Convention Centre, Floor: Second Level, West Room 205

Abstract

The objective of this participatory action teacher research was to begin identifying ways in which middle school students collaborate with peers while co-engaging in gaming in the classroom, namely Portal 2, and to understand ways in which gaming can be effectively used as a learning tool along with explicit instruction to meet standards set forth by Partnership for 21st Century Skills Framework (P21) and International Society for Technology in Education’s NETS for Students (ISTE’s NETS*S). Results showed gaps in student ability to collaboratively communicate with gaming. Insight provide by student perspective show ways gaming in the classroom can be an effective tool or a negative experience without effective teaching and student training. Results inform future cycles of a larger study.

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