Predisposition of In-Service Teachers to Use Game-Based Pedagogy

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH
Sonia Palha, Ljerka Jukić Matić
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Abstract

Digital game-based learning (DGBL) can be regarded as a promising teaching pedagogy to prepare students for challenges of the 21st century. However, the incorporation of digital games into K-12 curricula remains limited. Research suggests that a comprehensive understanding of barriers and motivational factors that teachers face when implementing DGBL is needed to ensure that teachers can receive the support required. To delineate suggestions for tailored curricula on game-based pedagogy in teacher education programs, we conducted a study to gain insight into in-service teachers’ perception of DGBL in relation to their previous experience in teaching with DGBL. To achieve our goal, we examined the factors that impede and promote the implementation of DGBL among in-service teachers who are presently pursuing master's level education programs, having in mind that this group of teachers is different from pre-service teachers. Data was collected using an online survey with open- and closed-ended questions. The sample consisted of in-service teachers (n=37) who were enrolled in a master’s course in math education. The data analysis conducted was of a qualitative nature. One significant finding derived from this study is that the level of pedagogical experience in utilizing games as a teaching tool appears to be a crucial factor in understanding the inclination of in-service teachers towards game-based pedagogy. Pedagogical factors were mentioned by teachers at all stages of experience with DGBL, and differences were observed between teachers at different stages. For instance, in-service teachers with experience with DGBL (intermediate and advanced stages) were concerned about being able to maintain focus on the math concepts, the need to adapt the game lesson to students, and the ways to evaluate student learning less experienced teachers were essentially concerned about ways to control the classroom during DGBL and whether the pupils would receive adequate practice in this learning mode. Differences were also noted for other factors between teachers at different stages. Advanced stage teachers did have concerns about game appropriateness for the intended learning; teachers with less experience were concerned about the lack of games (technical factors). Dealing with an existing curriculum and high workload were common aspects for teachers with no or some experience but only teachers with some experience mentioned obstacles related to school organization (structural factors). Teachers with few and some experience referred to the lack of knowledge and competence (personal factors) and that pupils would not take the lessons with games seriously (social factors). This research supports DGBL- practice (i) by adding new knowledge on the factors that can support or constrain the integration of DGBL and its implications for the development of curricula on game-based pedagogy; (ii) by providing suggestions to design and implement meaningful curricula on digital game-based pedagogy for teaching education and training programs.
在职教师使用游戏教学法的倾向
基于数字游戏的学习(DGBL)可以被视为一种很有前途的教学方法,可以让学生为21世纪的挑战做好准备。然而,将数字游戏整合到K-12课程中仍然很有限。研究表明,需要全面了解教师在实施DGBL时面临的障碍和动机因素,以确保教师能够获得所需的支持。为了对教师教育项目中基于游戏教学法的量身定制课程提出建议,我们进行了一项研究,以深入了解在职教师对DGBL的看法,并将其与之前的DGBL教学经验联系起来。为了实现我们的目标,我们研究了阻碍和促进目前正在攻读硕士学位的在职教师实施DGBL的因素,考虑到这群教师不同于职前教师。数据是通过开放式和封闭式问题的在线调查收集的。样本包括参加数学教育硕士课程的在职教师(n=37)。所进行的数据分析是定性的。这项研究的一个重要发现是,利用游戏作为教学工具的教学经验水平似乎是理解在职教师倾向于基于游戏的教学法的关键因素。不同阶段的教师都提到了教学因素,不同阶段的教师之间存在差异。例如,具有DGBL(中级和高级阶段)经验的在职教师关心的是能够保持对数学概念的关注,需要适应学生的游戏课程,以及评估学生学习的方法,而经验较少的教师主要关心的是在DGBL期间控制课堂的方法,以及学生是否能在这种学习模式中得到充分的练习。不同阶段的教师在其他因素上也存在差异。高级阶段教师确实关心游戏是否适合预期的学习;经验较少的教师担心缺乏游戏(技术因素)。处理现有课程和高工作量是没有或有一些经验的教师的共同问题,但只有有一些经验的教师提到了与学校组织有关的障碍(结构性因素)。经验不足的教师认为学生缺乏知识和能力(个人因素),学生不愿意认真对待游戏课程(社会因素)。本研究支持DGBL实践(i)通过增加关于支持或限制DGBL整合的因素的新知识及其对基于游戏教学法的课程开发的影响;(ii)为设计和实施有意义的基于数字游戏教学法的课程提供建议,用于教学教育和培训计划。
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来源期刊
Electronic Journal of e-Learning
Electronic Journal of e-Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.90
自引率
18.20%
发文量
34
审稿时长
20 weeks
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