ABSTRACT

This chapter explores students' thoughts about the use of digital games in school. A great strength of the Serious Play project was the opportunity to hear from students across a wide range of contexts about their actual experience of working with digital games in the classroom. This project was structured in such a way that students from various age groups with differing levels of gaming experience participated in different games-based activities at different schools in Queensland and Victoria, Australia. Students' answers highlighted the value of digital games for learning, but also pointed to the importance of getting it right and balancing the use of digital games with pedagogical practices. Many students associated digital games with sources of action and interaction and high degrees of personal control. Students frequently commented that games enhanced classroom learning experience by providing opportunities to interact with learning materials in ways that were not possible with other types of educational resources such as books and worksheets.