The integration of digital games into teaching and learning—A unique constructivist framework DOI
Liat Eyal, ‪Merav Hayak‬‏

British Journal of Educational Technology, Год журнала: 2024, Номер unknown

Опубликована: Дек. 13, 2024

Abstract In today's era, the ability to create and utilize digital games in classroom is of great importance, for both teachers students. Yet traditional teaching methods often lack implementation general, particular. This study presents a unique constructivist framework creating integrating digital‐game generators classroom, following four consecutive year‐long courses preservice at college Israel. Using design‐based research, year‐to‐year improvements (iterations) course were introduced, achieved through analysis in‐class discussions, semi‐structured interviews, participants' reflective diaries generated games. The participants required apply unit their field expertise, during practical school‐teaching experience. findings this are based on experience secondary schools three core subjects: English as second language, mathematics history. developed comprises elements: game, pedagogical didactic core, knowledge—all which important when into classroom. addressed could be applied additional teacher‐training programs, increase generation related skills classrooms. Practitioner notes What already known about topic Creating implementing has gained momentum recent years. Early exposure training phase may use educational field. developing integration approach, allows students using existing game generators, while expressing insights knowledge personal creative manner. paper adds Introduces an innovative teacher training, addressing key content components. Demonstrates successful application across multiple disciplines (English, history) education. Presents longitudinal showcasing iterative development refinement game‐based learning approach Provides evidence‐based effectiveness incorporating creation tool preparation programs. Implications practice and/or policy helps expose teachers—and early stages training—to experimenting with different types them teaching. Such promote meaningful learning, emphasis 21st‐century skills. light proposed model, recommends promoting benefit teachers' future

Язык: Английский

Investigating pre-service teachers’ artificial intelligence perception from the perspective of planned behavior theory DOI Creative Commons
Ismaila Temitayo Sanusi, Musa Adekunle Ayanwale, Emmanuel Adebayo Tolorunleke

и другие.

Computers and Education Artificial Intelligence, Год журнала: 2024, Номер 6, С. 100202 - 100202

Опубликована: Янв. 6, 2024

There is a need for teachers who are prepared to teach Artificial Intelligence (AI) across the K-12 learning contexts. Owing dearth of teacher education programmes on AI, it helpful explore factors be considered in designing an effective AI programme future teachers. We posit that understanding how encourage pre-service learn thus critical practitioners and policymakers while instructional programmes. This exploratory study examined perceptions their behavioral intention by identifying might affect promoting preparation proposed research model supported theory planned behavior expanded with other constructs. The were include basic knowledge subjective norm, social good, perceived self-efficacy, self-transcendent goals, personal relevance, anxiety, actual AI. Using duly validated questionnaire, we surveyed 796 Nigerian Universities. Through structural equation modeling approach analyses, our explains about 79% variance teachers' Basic norm found most important determinant All hypotheses except self-efficacy relevance behavior. findings provide practitioners, researchers, valuable information consider

Язык: Английский

Процитировано

28

Online learning during the Covid-19 pandemic: How university students’ perceptions, engagement, and performance are related to their personal characteristics DOI Creative Commons
Kai Kaspar,

Kateryna Burtniak,

Marco Rüth

и другие.

Current Psychology, Год журнала: 2023, Номер 43(18), С. 16711 - 16730

Опубликована: Март 20, 2023

Abstract University students faced unexpected challenges in online learning during the Covid-19 pandemic. Findings from early phases of pandemic and before show that experiences may vary student to depend on several personal characteristics. However, relative importance different students’ characteristics for their at later is still unclear. This cross-sectional, correlational study investigates how university are related five dimensions perception engagement performance courses. In an survey, 413 German universities provided full information terms demographic information, Big Five personality traits, self-regulation skills, three facets self-efficacy, two types state anxiety. Results multiple regression analyses age was significantly positively all perceptions Our findings also confirm skills academic digital media self-efficacy important factors various experiences. contrast, traits anxiety were less most Noteworthy, bivariate associations between not reflected model. underscores need consider relevant variables simultaneously evaluate identify key Overall, our results valuable starting points theory development educational interventions.

Язык: Английский

Процитировано

24

Factors Affecting Adoption Intention of Productivity Software Applications Among Teachers: A Structural Equation Modeling Investigation DOI
Manuel B. Garcia

International Journal of Human-Computer Interaction, Год журнала: 2023, Номер 40(10), С. 2546 - 2559

Опубликована: Янв. 2, 2023

Teachers play a central role in achieving the mission, vision, and goals of educational institutions. However, multitude responsibilities obligations they must fulfill demands high level productivity. Consequently, productivity software is increasingly becoming necessity for teachers to lessen their day-to-day work pressure instead focus on offering quality education. Despite popularity, key antecedents precursors affecting intention use have yet be investigated. Therefore, goal this study was determine what factors contribute adoption by applying theoretical lens Technology Acceptance Model (TAM). A total 947 responses from basic higher education were analyzed using structural equation modeling approach. Results show that usefulness ease are predicting behavioral intention. It also indirectly affected external variables such as subjective norms, professional reputation, job relevance, output through perceived well facilitating conditions self-efficacy use. Overall, findings support applicability specific TAM version its employment context software.

Язык: Английский

Процитировано

23

Information literacy in the digital age: information sources, evaluation strategies, and perceived teaching competences of pre-service teachers DOI Creative Commons

Jessica Trixa,

Kai Kaspar

Frontiers in Psychology, Год журнала: 2024, Номер 15

Опубликована: Март 15, 2024

Introduction Information literacy has become indispensable in navigating today’s fast-paced media environment, with teachers playing a pivotal role fostering reflective and critical digital citizenship. Positioned as future gatekeepers, pre-service are the key to teaching skills especially information generations of pupils. Given particular challenges facing educators today compared previous generations, it is important determine whether next generation feel adequately prepared perceive themselves competent pass on these their However, research highlighted deficiencies formal learning opportunities at universities, underscoring need for further investigation into teachers’ acquisition, evaluation practices well perceived relevance teaching, person-related factors associated competence literacy. Method An online questionnaire was presented participants, employing mixed-method approach. We qualitatively examined sources used by strategies they employ, while quantitatively analyzing relationships between competence. Participants assessed competence, opportunities, self-efficacy (general related assessment), informedness, selective exposure, cognition, cognitive closure, mistrust coverage. Results Data from 371 participants revealed dominance acquisition over traditional sources, albeit prevalence surface-level approaches. Two distinct dimensions emerged: one focusing assessment other centers understanding news creation processes. Perceived significantly assessment, exposure evaluation. Moreover, diverse demonstrated heightened sense assessment. Discussion Our results provide valuable insights multifaceted nature Theoretical implications practical teacher education structure curricula discussed.

Язык: Английский

Процитировано

12

What do secondary teachers think about digital games for learning: Stupid fixation or the future of education? DOI Creative Commons
Amanda Gutierrez, Kathy A. Mills, Laura Scholes

и другие.

Teaching and Teacher Education, Год журнала: 2023, Номер 133, С. 104278 - 104278

Опубликована: Авг. 12, 2023

Digital games can support learning across many levels and fields of education. This article shares findings from a study Australian high school English teachers designed with mixed response questionnaire about using digital in the classroom. The identified polarised teacher perspectives on role gaming formal curriculum, tension teachers' ideal enacted use games, need for in-practice professional development games. Implications include to optimise teaching education, address perceptions validity classroom learning.

Язык: Английский

Процитировано

18

Game on! Digital Gaming and Augmented Reality/Virtual Reality in Language Learning DOI Creative Commons
Junjie Gavin Wu, Danyang Zhang, Sangmin‐Michelle Lee

и другие.

International Journal of Computer-Assisted Language Learning and Teaching, Год журнала: 2025, Номер 15(1), С. 1 - 15

Опубликована: Янв. 16, 2025

Digital games have become an important educational tool for learning and teaching. The development of such has advanced from 2D, desktop-based technologies to 3D, augmented reality (AR) / virtual (VR)-based technologies. Yet digital game-based language (DGBLL) with AR/VR only recently started be investigated, owing the emerging availability these new This position paper begins a short review benefits DGBLL, followed by discussion use in learning. To illustrate potential recent empirical studies are reviewed. Based on this analysis, model integrating DGBLL is proposed. ends suggestions how can used future endeavors.

Язык: Английский

Процитировано

0

In-service teachers' perceptions of board games in teaching: Impact of the level of seriousness of the games and teachers’ characteristics DOI Creative Commons

Nathalie Jobert,

Mylène Sanchiz

Teaching and Teacher Education, Год журнала: 2025, Номер 157, С. 104951 - 104951

Опубликована: Фев. 4, 2025

Язык: Английский

Процитировано

0

Game-Changer NPCs: Leveling-Up Technology Acceptance and Flow in a Digital Learning Quest DOI
Tze Wei Liew, Yahdi Siradj, Su-Mae Tan

и другие.

International Journal of Human-Computer Interaction, Год журнала: 2024, Номер unknown, С. 1 - 22

Опубликована: Май 20, 2024

Digital Game-Based Learning (DGBL) combines gamification with educational content to create engaging learning experiences tailored today's learners. Non-Playable Characters (NPCs), integral many video games, are computer-generated characters controlled by game algorithms rather than players. Despite their prominence in gaming, research on NPCs' impact learners' perceptions, experiences, and acceptance of DGBL environments remains scarce. This study presents a framework that investigates the non-player characters' (NPCs) attributes, including social presence, telepresence, support, storytelling, factors related technology acceptance, such as perceived usefulness ease use, well flow state intention continue using digital game-based environment. An experiment was conducted where learners were administered survey after interacting NPCs, simulating peers, professors, or industry experts teaching Fintech topics within Analysis 200 valid responses Partial Least Squares Structural Equation Modeling revealed attributes significantly enhance usefulness, Furthermore, findings indicate use positively affect intentions Thematic analysis per participant feedback highlighted value an innovative approach makes about accessible engaging. These results interpreted through Technology Acceptance Model, theory, presence gamified model, offering insights into how NPCs can be effectively designed enrich experience foster adoption.

Язык: Английский

Процитировано

3

Effects of Digital Game-Based Learning on Students’ Cyber Wellness Literacy, Learning Motivations, and Engagement DOI Open Access
Ke Wang, Panpan Liu, Junyi Zhang

и другие.

Sustainability, Год журнала: 2023, Номер 15(7), С. 5716 - 5716

Опубликована: Март 24, 2023

The Internet has become an essential part of our daily life, but excessive use may lead to a number risks such as addiction. In order protect teenagers from the risks, it is important guide them in safe, responsible, and ethical way. Cyber wellness literacy, core issue digital citizenship, plays vital role physical mental well-being individuals should be given high priority. While some studies have explored integration citizenship into school education through game-based learning (DGBL), influence games on teenagers’ outcomes, motivation, engagement field cyber remains unclear. It is, therefore, challenge provide literacy activities that empower students keep away addiction maintain happy, healthy, safe life. This study addressed perspective designed implemented course middle school. then potential impact DGBL improving students’ engagement. statistical results show not only promoted preventing addiction, also enhanced their motivations emotional

Язык: Английский

Процитировано

10

Efectos de un videojuego en el aprendizaje y la motivación de los alumnos en un curso de Ciencias Naturales DOI Creative Commons
Sara Janeth Patiño García, Juan Garzón

Revista Virtual Universidad Católica del Norte, Год журнала: 2024, Номер 71, С. 81 - 104

Опубликована: Фев. 2, 2024

Uno de los retos para docentes Ciencias Naturales es motivar a sus estudiantes impactar positivamente el aprendizaje y la retención del conocimiento. En atención esto, se desarrolló un videojuego con base en teoría cognitiva multimedia basado juegos. Este artículo presenta resultados experimento educativo que midió efecto aprendizaje, conocimiento motivación noveno grado. Los fueron asignados aleatoriamente al grupo experimental, quienes usaron videojuego, o control, metodologías tradicionales. Se recurrió enfoque cuantitativo paradigma experimental. torno dejaron ver experimental aumentó más conocimientos control (t (54) = 4.9, p < .05). Resultados similares obtuvieron conocimiento, donde encontraron diferencias estadísticamente significativas favor 5.93, .05), igual efectos sobre aprender 8.49, Finalmente, concluye uso estas herramientas enseñanza las pertinente mejorar rendimiento académico estudiantes.

Процитировано

3