Απόψεις των μελλοντικών εκπαιδευτικών για τα ψηφιακά εκπαιδευτικά παιχνίδια


Δημοσιευμένα: Jan 1, 2020
Λέξεις-κλειδιά:
μελλοντικοί εκπαιδευτικοί στάσεις ψηφιακά εκπαιδευτικά παιχνίδια
Εμμανουήλ Φωκίδης
Πολυξένη Καϊμάρα
Περίληψη

Η μάθηση βασισμένη στο ψηφιακό εκπαιδευτικό παιχνίδι θεωρείται μια αποτελεσματική παιδαγωγική προσέγγιση. Όμως, η επιτυχής είσοδός αυτής της καινοτομίας στο σχολικό περιβάλλον, εξαρτάται σε κάποιο βαθμό από τις απόψεις των εκπαιδευτικών που θα κληθούν να την εφαρμόσουν. Η παρούσα εργασία παρουσιάζει και αναλύει τα αποτελέσματα από έρευνα που διενεργήθηκε σε προπτυχιακούς φοιτητές Παιδαγωγικών Τμημάτων, για τις θέσεις και τις απόψεις τους πάνω σε αυτό το θέμα. Ενώ φάνηκε να συμφωνούν ότι τα ψηφιακά εκπαιδευτικά παιχνίδια έχουν θετικές επιπτώσεις στους μαθητές, φάνηκε ότι είναι διστακτικοί στο να τα χρησιμοποιήσουν. Οι μόνοι παράγοντες που φάνηκε να επηρεάζουν τα παραπάνω, ήταν η προσωπική ενασχόληση με ψηφιακά παιχνίδια και το επίπεδο των ικανοτήτων τους στη χρήση τεχνολογικών μέσων. Τα αποτελέσματα οδηγούν στην ανάγκη για περαιτέρω διερεύνηση των αιτίων που οδήγησαν στη διαμόρφωση αυτών των απόψεων.

Λεπτομέρειες άρθρου
  • Ενότητα
  • Articles
Λήψεις
Τα δεδομένα λήψης δεν είναι ακόμη διαθέσιμα.
Αναφορές
An, Y. (2018). The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning. Educational Technology Research and Development, 66(6), 1505-1527.
An, Y. J., & Cao, L. (2017). The effects of game design experience on teachers’ attitudes and perceptions regarding the use of digital games in the classroom. TechTrends, 61(2), 162-170
Annetta, L. A. (2010). The “I's” have it: A framework for serious educational game design. Review of General Psychology, 14(2), 105-113.
Blewett, C. (2016). From traditional pedagogy to digital pedagogy: Paradoxes, affordances, and approaches. In M. A. Samuel, R. Dhunpath & N. Amin (Eds.), Disrupting higher education curriculum. Constructing knowledge: Curriculum studies in action (pp. 264-287). Rotterdam: Sense Publishers.
Bland, J. M., & Altman, D. G. (1995). Multiple significance tests: the Bonferroni method. British Medical Journal, 310(6973), 170-171
Cattell, R. B. (1978). The scientific use of factor analysis. New York: Plenum.
Chen, N. S., & Hwang, G. J. (2014). Transforming the classrooms: innovative digital game-based learning designs and applications. Educational Technology Research and Development, 62(2), 125-128.
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79-122.
de Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning. London: JISC. Retrieved 15 June 2020, from https://researchrepository.murdoch.edu.au/id/eprint/35774/1/gamingreport_v3.pdf
de Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology & Society, 21(2), 74-84.
de Freitas, S., & Liarokapis, F. (2011). Serious games: a new paradigm for education? In M. Ma, A. Oikonomou, & L. C. Jain (eds.), Serious games and edutainment applications (pp. 9-23). London: Springer.
de Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & Education, 46(3), 249-264.
del Pozo, M. M., Gómez-Pablos, V. B., & Muñoz-Repiso, A. G. V. (2017). A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference. International Journal of Educational Technology in Higher Education, 14(1), Art. 11.
DeVellis, R. F. (2016). Scale development: Theory and applications. Los Angeles: Sage Publications.
Dunn, O. J. (1964). Multiple comparisons using rank sums. Technometrics, 6, 241-252.
Erhel, S., & Jamet, E. (2019). Improving instructions in educational computer games: Exploring the relations between goal specificity, flow experience and learning outcomes. Computers in Human Behavior, 91, 106-114.
Field, A. (2013). Discovering statistics using SPSS: (And sex and drugs and rock 'n' roll) (4th edition). London: SAGE.
Fokides, E. (2017a). Greek pre-service teachers’ intentions to use computers as in-service teachers. Contemporary Educational Technology, 8(1), 56-75.
Fokides, E. (2017b). Pre-service teachers' intention to use MUVEs as practitioners. A structural equation modeling approach. Journal of Information Technology Education: Research, 16, 47-68.
Fokides, E., Atsikpasi, P., Kaimara, P., & Deliyannis, I. (2019). Factors influencing the subjective learning effectiveness of serious games. Journal of Information Technology Education: Research, 18, 437-466.
Fokides, E., & Kostas, A. (2020). Pre-service teachers and computers: A (still) troubled relationship. In L. A. Tomei, & D. D. Carbonara (eds.), Handbook of research on diverse teaching strategies for the technology-rich classroom (pp. 15-31). Hershey, PA: IGI Global.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20-20.
Groff, J. (2013). Technology-rich innovative learning environments. OCED CERI Innovative Learning Environment Project, 2013, 1-30.
Gros, B. (2015). Integration of digital games in learning and e-learning environments: Connecting experiences and context. In T. Lowrie & R. Jorgensen (Zevenbergen) (eds.), Digital games and mathematics learning (pp. 35-53). Dordrecht: Springer.
Gunter, G. Α., Kenny, R. F., & Vick, E. H. (2006). A case for a formal design paradigm for serious games. The Journal of the International Digital Media and Arts Association, 3(1), 93-105.
Hookham, G., & Nesbitt, K. (2019). A systematic review of the definition and measurement of engagement in serious games. Proceedings of the Australasian Computer Science Week Multiconference, Art. No 42. New York, NY: ACM.
Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10.
Kaimara, P., Fokides, E., Plerou, A., Atsikpasi, P., & Deliyannis, I. (2020). Serious games effect analysis on player’s characteristics. International Journal of Smart Education and Urban Society, 11(1), 75-91.
Keller, J. M. (2010). Five fundamental requirements for motivation and volition in technology-assisted distributed learning environments. Revista Inter Ação, 35(2), 305-322.
Kenny, R. F., & McDaniel, R. (2011). The role teachers' expectations and value assessments of video games play in their adopting and integrating them into their classrooms. British Journal of Educational Technology, 42(2), 197-213.
Kenny, R., & Gunter, G. (2011). Factors affecting adoption of video games in the classroom. Journal of Interactive Learning Research, 22(2), 259.
Kline, R. B. (2015). Principles and practice of structural equation modeling. New York: Guilford Publications.
Lamb, R. L., Annetta, L., Firestone, J., & Etopio, E. (2018). A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations. Computers in Human Behavior, 80, 158-167.
Lindner, M. (2006). Use these tools, your mind will follow. Learning in immersive micromedia and microknowledge environments. The next generation. In D. Whitelock & S. Wheeler (eds.), Proceedings of the 13th ALT-C Conference (pp. 41-49). Oxfordshire, UK: The Association for Learning Technology.
Maravic, M., & Rakic-Bajic, G. (2018). The teachers’ attitude towards the use of video games in teaching process. In I. Roceanu, D. Beligan, L. Ciolan, & I. Stefan (eds.), Proceedings of the 14th International Scientific Conference eLearning and Software for Education (pp. 293-299). Washington: National Defense University Press.
Moizer, J., Lean, J., Dell’Aquila, E., Walsh, P., Keary, A. A., O’Byrne, D., ... & Sica, L. S. (2019). An approach to evaluating the user experience of serious games. Computers & Education, 136, 141-151.
Office of Education Research (2018). Teachers at the heart of system change: A consolidation of OER research. Singapore: National Institute of Education, Retrieved 15 June 2020, from https://www.nie.edu.sg/docs/default-source/oer/oer_rcr_final_for_web_v2.pdf?sfvrsn=0
Panoutsopoulos, H., & Sampson, D. (2012). A study on exploiting commercial digital games into school context. Educational Technology and Society, 15(1), 15-27.
Pereira de Aguiar M., Winn B., Cezarotto M., Battaiola A. L., & Varella Gomes P. (2018). Educational digital games: A Theoretical framework about design models, learning theories and user experience. In A. Marcus, & W. Wang (eds.), DUXU 2018: Design, user experience, and usability: Theory and practice (pp. 165-184). Wiesbaden, Germany: Springer.
Poulovassilis A. (2019). Awareness tools for teachers to support students’ exploratory learning: Challenges and design. In D. Sampson, J. Spector, D. Ifenthaler, P. Isaías, & S. Sergis (eds.), Learning Technologies for Transforming Large-Scale Teaching, Learning, and Assessment (pp. 289-308). Cham, Switzerland: Springer.
Prensky, M. (2001). Digital natives, digital immigrants part 1. On the Horizon, 9(5), 1-6.
Sánchez-Mena, A., Martí-Parreño, J., & Aldás-Manzano, J. (2017). The role of perceived relevance and attention in teachers’ attitude and intention to use educational video games. International Journal of Emerging Technologies in Learning, 12(03), 154-168.
Sánchez-Mena, A., Martí-Parreño, J., & Aldás-Manzano, J. (2019). Teachers’ intention to use educational video games: The moderating role of gender and age. Innovations in Education and Teaching International, 56(3), 318-329.
Son B.K. (2019) Integrated e-learning paradigm in the twenty-first century: Management education. In D. Sampson, J. Spector, D. Ifenthaler, P.Isaías & S. Sergis (eds.), Learning technologies for transforming large-scale teaching, learning, and assessment (pp. 35-51). Cham: Springer.
Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games–an overview. Technical Report HS-IKI-TR-07–001. Skövde, Sweden: University of Skövde.
Tabachnick B. G., & Fidell L. S. (2007). Using multivariate statistics. Boston: Pearson Education Inc.
Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE Review, 41(2), 16.
Vos, N., Van Der Meijden, H., & Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers & Education, 56(1), 127-137.
Worthington, R. L., & Whittaker, T. A. (2006). Scale development research: A content analysis and recommendations for best practices. The Counseling Psychologist, 34(6), 806-838.

Παρόμοια άρθρα

Μπορείτε επίσης ξεκινήστε μια προηγμένη αναζήτηση ομοιότητας για αυτό το άρθρο.