Abstract
Computer games are a big part of several pupils´ free time and have increasingly become an important part of our culture as a whole. In January 2018, a three-year investment in digitalization in primary and lower secondary teacher education began. Therefore, this paper examines if including computer games in an EFL classroom could increase pupils’ motivation, as well as their English skills, when it comes to the subject English. This is achieved by looking at previous research, interviews with two teachers and a survey for pupils.
The theoretical framework is used as a tool for analyzing the results. The interviews and the survey are included as factors that can contribute to answer my research question. They are also included to see if what emerges in my research, confirms what previous research already says about including computer games in teaching to increase students' motivation.
The results from the interviews and the survey, as well as previous research, indicates that computer games should be included in the teaching as this can be enhance learning for the pupils, at the same time as it increases their motivation. These are results that have emerged from various informants, including researchers, teachers and pupils.
It appears that including computer games in the teaching can function as an important and valuable tool, but that it is important to consider when and where it is being used. In addition, the type of computer games that are being included is critical. It is important that the computer games have learning with them, if not, there is no point of including them.