Barriers to the Digital Game-Based learning at Secondary level In Punjab: Perceptions of Pre-Service Teachers

Shahbaz Hamid, Rabia Tabassum, Noor Muhammad
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Abstract

Teachers’ main aim is to make the students learn with interest by adding daily life activities and examples to get long-lasting effects on their learning. Introducing digital games in the classroom is a new innovative approach that makes it easy for students to learn new skills and knowledge. However, teachers are not frequently using this approach in their classrooms. The present quantitative descriptive study has explored the barriers that hinder teachers from using digital game-based learning approaches. Pre-service teacher perceptions were sought in the teacher training colleges, i.e., district campuses of Quaid-i-Azam Academy for Educational Development in Punjab. After checking its validity and reliability, a self-constructed closed-ended online questionnaire was used for data collection. The alpha value of the questionnaire was .825. All the pre-service teachers studying in the district campuses of Quaid-i-Azam Academy for Educational Development, Punjab were the population of the study. The online survey remained open for about one month, and 384 responses were received from pre-service teachers throughout the Punjab province. Data were collected based on five-point Likert type scale. Collected data was put into SPSS (Statistical Package for Social Sciences) version 25 and descriptive and inferential statistics were applied to get the study results. Major findings include that availability of insufficient resources, teachers’ lack of skills and use of digital tools, and difficulties in managing technology in the classroom are the main barriers to implementing digital game-based learning in the public secondary schools of Punjab. The study benefits stakeholders, policymakers, and decision-makers and has added new knowledge in education.
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旁遮普省中学数字游戏学习的障碍:职前教师的看法
教师的主要目的是通过增加日常生活活动和实例,让学生饶有兴趣地学习,从而获得持久的学习效果。在课堂上引入数字游戏是一种新的创新方法,能让学生轻松学习新技能和新知识。然而,教师并不经常在课堂上使用这种方法。本定量描述性研究探讨了阻碍教师使用基于数字游戏的学习方法的障碍。研究人员在旁遮普省的教师培训学院(即奎德-阿扎姆教育发展学院的地区分校)征求了职前教师的看法。在对问卷的有效性和可靠性进行检查后,采用了自编的封闭式在线问卷进行数据收集。问卷的阿尔法值为 0.825。研究对象为旁遮普省奎德-阿扎姆教育发展学院各地区校区的所有职前教师。在线调查持续了约一个月,共收到来自旁遮普省各地职前教师的 384 份回复。数据收集采用李克特五点量表。收集到的数据被输入 SPSS(社会科学统计软件包)第 25 版,并应用描述性和推论性统计得出研究结果。研究的主要发现包括:资源不足、教师缺乏使用数字工具的技能、课堂技术管理困难是旁遮普省公立中学实施基于游戏的数字学习的主要障碍。这项研究使利益相关者、政策制定者和决策者受益匪浅,并为教育领域增添了新的知识。
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