Gaming in the English Classroom
The purpose of this study was to investigate how gaming can function as a learning tool in a 10th-grade class in Norway. This includes an intervention in the classroom, along with an examination of students and teachers attitudes towards gaming and language learning. The thesis investigates earlier studies on video games and second language learning, and the importance of peer interaction for developing and learning language. In addition, the thesis looks at how the competence aims, basic skills and core elements in the English subject curriculum can support the use of gaming in the classroom. A mixed method approach was applied to address the three research questions, and the data was coll…