
p.180). Aldrich (2005) stated “people learn better 
when they don’t know they are learning” (p.34). In 
designing and producing a commercially successful 
videogame, game developers create experiences that 
motivate players, requiring them to use different 
kinds of problem solving and thinking skills so they 
can learn to master the game’s content.  
Research literature suggests that playing 
videogames outside of school can help to 
contextualize content learned in the classroom. 
Videogames can provide an authentic learning 
experience for some students by presenting content 
in a meaningful way that gives them prior 
knowledge for dealing with academic material at 
school (Abrams, 2009, p.344). Videogames are a 
form of alternate literacy practice that is not readily 
recognized by educators who are required to meet 
curricular needs (Madill and Sanford, 2007, p.435). 
They have little experience with videogames and do 
not see the multiple learning opportunities available 
to their students. Halverson (2005) argued that 
participation in game based learning environments 
can help educators appreciate playing videogames as 
a legitimate form of learning (p.7). 
3 BARRIERS TO VIDEOGAMES 
IN THE SCHOOLS 
The literature demonstrates that there is considerable 
resistance by educators to using videogames in the 
schools. Klopfer and Yoon (2005) explained 
“…videogames and learning have had a tumultuous 
relationship because many perceive videogames as 
taking away time from productive learning 
activities…” (p. 35). An adversarial relationship 
exists between the cultures of gaming and schooling; 
school leaders and teachers react negatively to 
videogames and gaming culture (Halverson, 2005).  
Videogames are portrayed as a distraction from 
education that prevents reflection by offering 
immersive, addictive experiences (Pelletier, 2005). 
De Freitas (2006) commented: “…there has been a 
dominant perception of gaming as a leisure pursuit 
with no pedagogic value…” (p.16). She suggested 
there were legitimate barriers affecting the use of 
videogames for learning in schools that included 
lack of familiarity with game-based software, lack of 
communities of practice for guidance and support, 
limited preparation time for learning, lack of access 
to the required hardware, the cost of software, and 
the need for necessary technical support (De Freitas, 
2006, p.16).  
Kirriemuir and MacFarlane (2004) contended 
that obstacles to using videogames in the classroom 
include the length of scheduled class periods, 
verifying a videogame is suitable for learning 
purposes, the necessary support materials and 
training required for teachers, and the costs 
associated with purchasing hardware and software 
(Kirriemuir and MacFarlane, 2004, p.7). In 2008, the 
department of Educational Technology at Korea 
National University surveyed 479 elementary and 
secondary teachers to determine the factors that 
inhibited them from using videogames in the 
classroom. Six significant factors were identified – 
budget limitations, curricular inflexibility, fixed 
class schedules, lack of support materials, negative 
opinions about videogames, and student unreadiness 
(Baek, 2008, p.669). 
The literature shows that the use of videogames 
in education is a contentious issue. The purpose of 
this study is to address this issue by comparing 
secondary students’ experiences and opinions related 
to videogames and their use in education with those 
of student teachers and exemplary experienced 
teachers. 
4 RESEARCH METHOD 
4.1 Participants 
Three unique groups were surveyed at a western 
Canadian university. The master teacher group 
consisted of 27 exemplary professional educators 
selected by SFU to act as mentors. The student 
teacher group consisted of 45 student teachers 
training to become professional educators. The 
secondary student group comprised 85 grade ten, 
eleven and twelve students from four secondary 
schools in a suburb of Vancouver, British Columbia, 
Canada. Participants in each of the three groups 
were required to give their consent. Anonymity was 
maintained in this study; the participants were not 
asked to give their names. 
4.2 Procedures 
The online survey consisted of five sections that 
featured a combination of 35 multiple choice and 
open-ended questions. Section One examined the 
participants’ level of experience and knowledge of 
videogames. Section Two asked about their specific 
experiences with video game hardware and software, 
frequency of play, with whom the participant played 
videogames, and experiences of playing videogames 
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