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

The Influence of Environmental Print on Teachers Behavioural Intention in Enhancing Emergent Literacy Skills in Pre-primary Schools in Shinyanga, Tanzania DOI Open Access

Martha Jacob Kabate,

Daphine Libent Mabagala,

Janeth Kigobe

и другие.

East African Journal of Education Studies, Год журнала: 2024, Номер 7(2), С. 291 - 308

Опубликована: Май 23, 2024

This study investigated the Perceived Usefulness (PU), Ease of Use (PEoU), and availability environmental print on teachers' Behavioural Intention (BI) to enhance emergent literacy skills in pre-primary schools Tanzania. The involved 103 teachers Shinyanga District Council. used Technological Acceptance Model (TAM) assess influence behavioural for classes. quantitative a closed-ended questionnaire gather information from regarding BI enhancing skills.SPSS version 23 was data analysis. Before multiple regression computation, there were prerequisite tests, namely, linearity relationship between independent dependent variables, outliers multicollinearity predictor variables. Multiple showed that PEoU directly PU indirectly perceived BI, which is inconsistent with origin TAM. skills. indirect effect may be owing inability employ workload. It advisable provide primary where classes are attached learning resources assist developing children

Язык: Английский

Процитировано

0

Artificial Intelligence (AI): Perception and Utilization of AI Technologies in Educational Assessment in Nigerian Universities DOI Creative Commons

Abdul-Wahab Ibrahim,

Ali Abdullahi Taura,

Abdullahi Iliyasu

и другие.

Edukasiana Jurnal Inovasi Pendidikan, Год журнала: 2024, Номер 3(3), С. 367 - 380

Опубликована: Июнь 7, 2024

The ubiquity of Artificial Intelligence (AI) has generated different perceptions and views regarding its usefulness in conducting educational assessment Nigerian universities. This study determined whether academic integrity innovative concerns affect how university teachers utilize diverse AI tools assessment. It also investigated if teachers’ perception using is likely to be associated with their tendency personalize use at universities the country. adopted inferential research design. 3,083 comprised population study, out which sample 322 participants who are professors, associate senior lecturers from government privately-owned universities, were randomly selected for study. instrument was a 4-point scale questionnaire titled: “University Teachers’ Perception Utilization Questionnaire (UTPUAIQ).” data analyzed independent t-test, Pearson Product Moment Correlation Chi-Square statistics, as percentile analysis explored simple percentage statistical procedure. results revealed that have an influence on perceive assessment; significantly affects concluded itself not harmful but potential risks involved must mitigated it deployed students’ Nigeria. Hence, there need ensure ethical, inclusive equitable

Язык: Английский

Процитировано

0

A qualitative evaluation study of introducing game-based learning methods during pre-service teachers’ Internship DOI
Cindy De Smet

Studies In Educational Evaluation, Год журнала: 2024, Номер 83, С. 101388 - 101388

Опубликована: Авг. 22, 2024

Язык: Английский

Процитировано

0

Good luck have fun: The need for video game pedagogy in teacher education DOI Creative Commons
Tasha Richardson

Future in Educational Research, Год журнала: 2024, Номер unknown

Опубликована: Ноя. 27, 2024

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

Язык: Английский

Процитировано

0

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

Процитировано

0