The Use of Digital Games by Teacher Educators in Colleges of Education

Pub Date : 2023-01-01 DOI:10.28945/5191
Orit Avidov Ungar, Merav Hayak
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Abstract

Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background: Teacher educators experienced in using digital games in their teaching were interviewed regarding the contribution digital games made to their pedagogy when they were teaching remotely during COVID-19. Methodology: This qualitative study included 34 participants who taught four-year-degree programs in 13 teacher education colleges in Israel. Contribution: This study sheds light on a sparsely researched area by examining the contribution of digital games to teacher educators' pedagogy. The study also suggests practical implications for implementing digital games for teacher educators. Findings: Many participants used digital games. Some used them extensively as an integral component of the curriculum while others used them to break up the lesson and thereby retain their students’ interest and attention. However, a small number reduced their use of digital games citing work overload. Recommendations for Practitioners: This study suggests that education systems may be able to obtain post-pandemic-related gains to further advance the use of digital games as a pedagogic strategy in teacher education in the future. Recommendation for Researchers: An additional study using a more representative sample of teacher educators would be very valuable to gauge the roll-on effects of the sudden shift to remote online learning on the use of digital games following the return to face-to-face teaching and learning. Impact on Society: The findings have implications for how the use of digital games should be addressed in teacher education at teacher colleges. Future Research: Future research can address possible contributions or challenges that teacher educators face when using digital games, for example, in a hybrid learning environment to enhance engagement and promote active learning.
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高校教师教育工作者对数字游戏的使用
目的/目的:目前的研究调查了在应对COVID-19大流行的封锁期间在完全在线学习环境中使用数字游戏的情况。特别是,我们试图了解数字游戏对教师教育者的贡献,以及他们如何在远程授课课程中使用数字游戏。背景:我们采访了在教学中使用数字游戏的有经验的教师教育工作者,询问他们在COVID-19期间远程教学时数字游戏对其教学的贡献。方法:这项定性研究包括34名参与者,他们在以色列13所师范学院教授四年制学位课程。贡献:本研究通过考察数字游戏对教师教育的贡献,揭示了一个研究较少的领域。该研究还提出了对教师教育工作者实施数字游戏的实际意义。发现:许多参与者使用数字游戏。一些教师将它们广泛地用作课程的一个组成部分,而另一些教师则用它们来分割课程,从而保持学生的兴趣和注意力。然而,也有一小部分人因为工作负担过重而减少了数字游戏的使用。对从业者的建议:本研究表明,教育系统可能能够获得大流行后的相关收益,以进一步推动数字游戏的使用,作为未来教师教育的教学策略。给研究人员的建议:使用更具代表性的教师教育样本进行的额外研究将非常有价值,可以衡量在回归面对面教学和学习之后,突然转向远程在线学习对数字游戏使用的滚动效应。对社会的影响:研究结果对如何在师范院校的教师教育中解决数字游戏的使用问题具有启示意义。未来研究:未来研究可以解决教师教育工作者在使用数字游戏时可能面临的贡献或挑战,例如,在混合学习环境中提高参与度和促进主动学习。
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