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
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
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.
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.
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.
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.
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.
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.
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
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.