ABSTRACT

This chapter explores the relationship between teachers' beliefs about the use of digital games in the classroom, their choice of digital games and the pedagogical practices they use to implement digital games. It also explores the case of Lucy, the non-gamer, who started with a reading tutorial game, but ended up having great success with a sandbox game. Malcolm, the quiz and pop teacher, was a Selective Adopter, as he honoured the requirements of the curriculum and was focused on choosing games to achieve better assessment outcomes for his students. Janet, the Kinect teacher, is a Creative Adapter, as she sought out something completely different Xbox Kinect to embrace student activity and engagement. As Malcolm had never tried anything other than 'drill and practice' games, though he thought about it, he could be considered the Selective Adapter, as he chose particular games that ensured the most successful outcomes for his students in exams.