GAME-BASED TEACHING IN HISTORY – CASE STUDY IN BULGARIAN SCHOOLS

V. Terzieva
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Abstract

Nowadays, the teaching process is based on Information and Communication Technologies (ICT) largely. Thus, many diverse technology-enhanced approaches are enabled as well as digital tools transform traditional education. Further, with the rapid penetration of innovative technologies and ubiquitous digitalization, computer games are becoming an integral part of the everyday life of contemporary generation and the social culture as a whole. Digital games in all platforms (web-based, console, computer or mobile device) not only gain increasing popularity but also are a daily routine for adolescents and young adults. Notwithstanding most of the games are intended for fun and entertainment, their ability to attract users to play many hours can find another more meaningful application – effective facilitation of the learning process while providing an engaging and motivating experience. The process of integration of games into activity with the purpose other than fun is known as gamification. The massive penetration of games in all areas urges teachers to begin to understand their potential in teaching. Its better understanding is essential for the effectiveness of game-based learning (GBL) in all school subjects, not only in science, engineering, and mathematics but also in social sciences. Many studies explore and analyse the use of information technology by teachers and their impact on the educational process and teaching methods. Often, technology resources such as digital educational games are a source of information and knowledge and thus can substitute traditional textbooks or workbook, just as other e-learning resources. Games can have an essential impact on the education process, as they are able to present learning material in such a way that to engage and motivate learners. However, the role of gamification in school education is narrow explored and understand. Hence, there is a demand for extensive research on the issues related to the incorporation of educational games in teaching different learning subjects. The data behind the current study are from two surveys, held recently in Bulgaria. Thus, the author investigates and analyses the findings from both national-wide surveys and addresses two main topics: First, the paper aims to explore the survey-based data concerning the need for games intended for school education in Bulgaria and to provide a meaningful understanding of the gamification potential as a way for promoting students’ learning. Second, the study examines and compares in particular, teachers and students’ views of game-based learning in history subject. The paper outlines some issues about the use of computer games in classroom practice and especially in history classes. The opinions of history teachers and middle school students concerning the regularity of the use of GBL in teaching, the frequency of playing educational games and assessment of their usefulness are presented. Statistical analysis on the impact of educational video games on many learning aspects and their appropriateness for the teaching-learning process in different school subjects is also provided. The study offers a discussion about the development of educational computer games and their integration in teaching practice as an innovative tool for motivating and engaging learners in the educational process.
以游戏为基础的历史教学——保加利亚学校的个案研究
如今,教学过程在很大程度上是基于信息通信技术(ICT)的。因此,许多不同的技术增强方法得以实现,数字工具也改变了传统教育。此外,随着创新技术的迅速渗透和无处不在的数字化,电脑游戏正成为当代人日常生活和整个社会文化不可或缺的一部分。所有平台(网页、主机、电脑或移动设备)上的数字游戏不仅越来越受欢迎,而且已经成为青少年和年轻人的日常生活。尽管大多数游戏都是为了娱乐和娱乐,但它们吸引用户长时间玩游戏的能力可以找到另一个更有意义的应用——在提供引人入胜和激励的体验的同时,有效地促进学习过程。将游戏融入活动的过程即游戏化。游戏在各个领域的大规模渗透促使教师开始了解他们在教学中的潜力。更好地理解它对于在所有学校学科中有效地进行基于游戏的学习(GBL)至关重要,不仅在科学、工程和数学领域,在社会科学领域也是如此。许多研究探索和分析了教师对信息技术的使用及其对教育过程和教学方法的影响。通常,数字教育游戏等技术资源是信息和知识的来源,因此可以替代传统的教科书或练习簿,就像其他电子学习资源一样。游戏可以对教育过程产生重要影响,因为它们能够以一种吸引和激励学习者的方式呈现学习材料。然而,游戏化在学校教育中的作用的探索和认识是狭隘的。因此,有必要对如何将教育游戏融入不同学习科目的教学进行广泛的研究。目前这项研究背后的数据来自最近在保加利亚进行的两项调查。因此,作者调查和分析了两项全国性调查的结果,并解决了两个主要主题:首先,本文旨在探索基于调查的数据,这些数据涉及保加利亚学校教育对游戏的需求,并提供对游戏化潜力的有意义的理解,作为促进学生学习的一种方式。其次,本研究特别考察和比较了教师和学生对历史学科游戏学习的看法。本文概述了在课堂实践中,特别是在历史课堂中使用电脑游戏的一些问题。介绍了历史教师和中学生对GBL在教学中使用的规律性、玩教育游戏的频率和评估其有用性的看法。统计分析了教育电子游戏对许多学习方面的影响,以及它们在不同学校学科的教与学过程中的适当性。本研究探讨了教育电脑游戏的发展及其在教学实践中的整合,作为激励和吸引学习者参与教育过程的创新工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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