Source: Journal of Technology and Teacher Education Volume 21, No. 2, April 2013, p. 154-177
The goal of this study was to identify the gaming practices of freshmen undergraduate teacher education students.
The authors also investigated how students who play games compared to non-gamers in their interest in using specific technologies for learning, their beliefs about how technology affects their learning, their orientation towards using new technologies, and their beliefs about the role of technology in their future careers.
The broader goal was to lay the groundwork for a better understanding of how current teacher education students’ gaming practices might be leveraged in efforts to introduce game-based learning and other digital technologies into K-12 education.