Good luck have fun: The need for video game pedagogy in teacher education

Tasha Richardson
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Abstract

In education, the shift to emergency remote teaching found teachers working to increase student engagement in the online environment while still relying on face-to-face pedagogical approaches in the absence of sufficient Professional Development opportunities (DeCoito & Estaiteyeh, 2022). In response to the growing interest in video games in education, this article reconsiders the data collected for a single case of primary/junior preservice teachers (PTs) enrolled in a science education methods classroom to answer (a) How can video games be used as a learning object in a teacher education program? (b) How does using a video game in a science education class impact PTs' intent and understanding of using video games in their future classroom? (c) How PTs can be supported to understand how video games can be used? Results found video games acted as significant springboards for learning as PTs worked together to make meaning of STEM and reflected—both during and after gameplay—on video game use with their future students. Additionally, exposure to digital game-based learning increased both intent and confidence of using video games as deep learning objects for their future classrooms. Recommendations and implications are discussed regarding the introduction and integration of video games in a teacher education program.

Abstract Image

祝你好运,玩得开心:电子游戏教学法在教师教育中的必要性
在教育方面,向紧急远程教学的转变发现,教师在努力提高学生在在线环境中的参与度的同时,在缺乏足够的专业发展机会的情况下,仍然依赖于面对面的教学方法(DeCoito &;Estaiteyeh, 2022)。为了回应对电子游戏在教育中的日益增长的兴趣,本文重新考虑了在科学教育方法课堂上注册的小学/初级职前教师(PTs)的单个案例收集的数据,以回答(a)如何将电子游戏用作教师教育计划中的学习对象?(b)在科学教育课上使用电子游戏如何影响学童在未来课堂上使用电子游戏的意图和理解?(三)如何支援PTs以了解如何使用电子游戏?结果发现,视频游戏是学习的重要跳板,因为学生们在一起努力理解STEM的意义,并在游戏期间和之后与他们未来的学生一起玩视频游戏。此外,接触基于数字游戏的学习增加了他们在未来课堂中使用电子游戏作为深度学习对象的意图和信心。讨论了在教师教育计划中引入和整合电子游戏的建议和影响。
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