Using Digital Games to Teach History: A Design-Based Study

Türkan Çelik
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Abstract

Abstract The present study aims to examine prospective history teachers’ process of using digital games to design history lessons and delivering the designed lessons in virtual classrooms. The study employed a design-based research model and was conducted with 31 participants selected based on the criterion sampling method. Data were collected through design documents, interview forms, and video recordings and were analyzed using descriptive and content analysis techniques. During the process, participants were able to design history lessons with digital games and deliver the designed lessons in virtual classrooms. Analysis of participants’ views on the process led to the emergence of the following themes: “The Problems Emerging in the Process,” “The Pedagogical Effects of the Process,” “The Technological Effects of the Process,” “The Effects of the Process on Reflective Thinking,” “The Effects of the Process on Participants’ Thoughts about Virtual Learning Settings,” and “The Effects of the Process on Participants’ Thoughts about the Researcher.” The study results show that despite some problems with the use of technology, the process had a positive effect on the participants. In this regard, future studies may be recommended to focus on prospective teachers’ competencies in using technology effectively when teaching lessons in virtual learning environments.
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使用数字游戏教授历史:基于设计的研究
摘要 本研究旨在探讨未来历史教师使用数字游戏设计历史课程以及在虚拟教室中讲授所设计课程的过程。研究采用了基于设计的研究模式,并根据标准抽样法选出了 31 名参与者。通过设计文档、访谈表和视频录像收集数据,并使用描述性分析和内容分析技术对数据进行分析。在这一过程中,参与者能够利用数字游戏设计历史课程,并在虚拟教室中讲授所设计的课程。通过分析参与者对这一过程的看法,得出了以下主题:"过程中出现的问题"、"过程的教学效果"、"过程的技术效果"、"过程对反思性思维的影响"、"过程对参与者对虚拟学习环境的看法的影响 "和 "过程对参与者对研究者的看法的影响"。研究结果表明,尽管在技术使用方面存在一些问题,但这一过程对参与者产生了积极的影响。因此,建议今后的研究重点关注未来教师在虚拟学习环境中授课时有效使用技术的能力。
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来源期刊
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发文量
13
审稿时长
8 weeks
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