研究教师对电子游戏与学习的看法:建立游戏与扫盲教育(GALE)量表

IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Sam von Gillern , Amanda Olsen , Brady Nash , Carolyn Stufft
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引用次数: 0

摘要

教师的观点影响着是否以及如何将技术融入课堂实践,而研究表明,基于数字游戏的学习可以支持学生在不同内容领域的学习。然而,对教师在扫盲教育中进行基于数字游戏的学习的看法的定量研究还很有限。本研究建立了游戏与扫盲教育(GALE)量表,作为考察扫盲教师对数字游戏与学习看法的可靠有效的测量方法。GALE 量表是一个由 21 个项目组成的五因素模型,通过对美国中部 516 名扫盲教师的调查数据进行探索性因素分析,再对另外 516 名教师的数据进行确认性因素分析而得出。虽然参与者普遍认为数字游戏可以支持学生的学习,但他们表示将游戏融入课堂的程度有限,只有 12.2% 的人认为他们在教师培训课程中学到了基于游戏的学习。荟萃分析研究表明,基于数字游戏的学习在各学科中都很有效,因此,有必要开展扫盲教师教育和专业发展,以便在扫盲学习中有效利用游戏。此外,学者们还可以利用 GALE 量表来考察教师在不同时期和不同背景下对数字游戏和扫盲学习的看法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An examination of teachers’ views on video games and learning: Establishing the Games and Literacy Education (GALE) scale

Teachers' views impact if and how technologies are integrated into classroom practice, and research demonstrates that digital game-based learning can support student learning across content areas. Yet, quantitative examinations of teachers' views on digital game-based learning in literacy education are limited. This study establishes the Gaming and Literacy Education (GALE) Scale as a reliable and valid measure for examining literacy teachers' perspectives on digital games and learning. The GALE Scale is a 21-item five-factor model created by conducting an exploratory factor analysis with survey data from 516 literacy teachers in the central United States followed by a confirmatory factor analysis with data from another 516 teachers. While participants generally agreed that digital games can support student learning, they reported limited integration of games in their classrooms, and only 12.2% agreed they learned about game-based learning in their teacher preparation program. Given the efficacy of digital game-based learning across disciplines demonstrated in meta-analytic research, literacy teacher education and professional development on effective uses of games in literacy learning are warranted. Further, scholars can utilize the GALE Scale to examine teachers’ views on digital games and literacy learning across time and contexts.

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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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