Trainee Teachers' e-Learning Experiences of Computer Play

Commercial computer games have great potential as learning tools as many require complex problem solving, theory testing, collaboration, and evaluation, all components of experiential learning (Gee 2003). Indeed, Schrader, Zheng, and Young (2006) argue that there are many benefits to be derived from the pedagogical use of commercial computer games, particularly massively multiplayer online games (MMOGs), which allow the user to assume a role and complete quests or tasks usually by collaborating online with other users. However, their research has found that many preservice teachers are not fully aware of the pedagogical uses and benefits of these games and suggests that teacher preparation programs need to incorporate opportunities for preservice teachers to experiment with and reflect upon commercial games. Similarly, Squire (2005) argues that teachers need opportunities to experience and reflect upon game use within the classroom and to consider how they can use games as learning tools.