The integration of digital games into teaching and learning—A unique constructivist framework

IF 8.1 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Eyal Liat, Merav Hayak
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引用次数: 0

Abstract

In today's era, the ability to create and utilize digital games in the classroom is of great importance, for both teachers and students. Yet traditional teaching methods often lack the implementation of games in general, and of digital games in particular. This study presents a unique constructivist framework for creating and integrating digital-game generators in the classroom, following four consecutive year-long courses for preservice teachers at a college in Israel. Using design-based research, year-to-year improvements (iterations) to the course were introduced, achieved through analysis of in-class discussions, semi-structured interviews, participants' reflective diaries and the generated games. The participants were required to apply the constructivist framework to a study unit in their field of expertise, during their practical school-teaching experience. The findings in this study are based on the participants' teaching experience in secondary schools in three core subjects: English as a second language, mathematics and history. The developed consecutive framework comprises three core elements: the game, the pedagogical and didactic core, and the knowledge—all of which are important when integrating digital-game generators into the classroom. The course and framework addressed in this study could be applied in additional teacher-training programs, to increase digital-game generation and related skills in classrooms.

Practitioner notes

What is already known about this topic

  • Creating and implementing digital games in the classroom has gained momentum in recent years.
  • Early exposure of preservice teachers to digital games during the teaching training phase may increase their use in the educational field.
  • The developing and integration of digital games in the classroom, based on the constructivist approach, allows students to create games using existing game generators, while expressing their insights and knowledge in a personal and creative manner.

What this paper adds

  • Introduces an innovative framework integrating educational game generation into teacher training, addressing key pedagogical and content knowledge components.
  • Demonstrates the successful application of this framework across multiple disciplines (English, mathematics and history) in secondary education.
  • Presents a longitudinal study showcasing the iterative development and refinement of a game-based learning approach in preservice teacher education.
  • Provides evidence-based insights into the effectiveness of incorporating digital game creation as a constructivist learning tool in teacher preparation programs.

Implications for practice and/or policy

  • The constructivist framework helps expose preservice teachers—and in early stages of their teacher training—to experimenting with different types of digital games and different methods for integrating them into their teaching.
  • Such integration of digital games into their teaching may promote meaningful learning, with an emphasis on the development of important 21st-century skills.
  • In light of the proposed model, the study recommends promoting the topic of digital games in teacher training, for the benefit of the preservice teachers' future students.

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数字游戏与教学的整合——一个独特的建构主义框架
在当今时代,在课堂上创造和利用数字游戏的能力对教师和学生都非常重要。然而,传统的教学方法通常缺乏游戏的实施,尤其是数字游戏。本研究提出了一个独特的建构主义框架,用于在教室中创建和整合数字游戏生成器,并对以色列一所大学的职前教师进行了连续四年的课程。采用基于设计的研究,通过分析课堂讨论、半结构化访谈、参与者的反思日记和生成的游戏,介绍了课程每年的改进(迭代)。参与者被要求在他们实际的学校教学经历中,将建构主义框架应用到他们专业领域的一个研究单元中。本研究的结果基于参与者在中学的三个核心科目的教学经验:英语作为第二语言,数学和历史。开发的连续框架包括三个核心元素:游戏、教学和教学核心以及知识——当将数字游戏生成器整合到课堂中时,所有这些都很重要。本研究中讨论的课程和框架可以应用于其他教师培训计划,以提高课堂上的数字游戏生成和相关技能。近年来,在课堂上制作和执行数字游戏的势头越来越大。职前教师在教学培训阶段早期接触数字游戏可能会增加它们在教育领域的使用。基于建构主义的方法,在课堂上开发和整合数字游戏,允许学生使用现有的游戏生成器创建游戏,同时以个人和创造性的方式表达他们的见解和知识。本文介绍了一个创新的框架,将教育游戏生成整合到教师培训中,解决了关键的教学和内容知识组件。展示了这一框架在中学教育中跨多个学科(英语、数学和历史)的成功应用。提出了一项纵向研究,展示了职前教师教育中基于游戏的学习方法的迭代开发和改进。为将数字游戏创作作为一种建构主义学习工具纳入教师培训计划的有效性提供了基于证据的见解。对实践和/或政策的启示:建构主义框架有助于让职前教师——以及在教师培训的早期阶段——尝试不同类型的数字游戏,以及将它们整合到教学中的不同方法。将数字游戏整合到教学中可以促进有意义的学习,强调21世纪重要技能的发展。根据所建议的模式,研究建议在教师培训中推广数字游戏的主题,以使职前教师的未来学生受益。
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来源期刊
British Journal of Educational Technology
British Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
15.60
自引率
4.50%
发文量
111
期刊介绍: BJET is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. The Journal is published by Wiley on behalf of The British Educational Research Association (BERA). It publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
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