Guiding teachers' game-based learning: How user experience of a digital curriculum guide impacts teachers’ self-efficacy and acceptance of educational games
Robin Sharma, Chengyi Tan, Daniel Gomez, Chu Xu, Adam Kenneth Dubé
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引用次数: 0
Abstract
Many curriculum guides are created to support teachers' adoption of digital games for learning. However, their impact on teachers' acceptance of games has not been studied. We investigate how the experience of theory-based curriculum guides for the educational game Discovery Tour Ancient Egypt affects teachers' confidence and acceptance of game-based learning. Teachers (n = 100) reported positive experiences with the guide. Analysis revealed that the guide's pragmatic qualities predict teachers' acceptance of DTAE. This effect is mediated by their digital self-efficacy. Results suggest well-designed curriculum guides can increase teachers' acceptance of GBL, regardless of their prior knowledge of games.
期刊介绍:
Teaching and Teacher Education is an international journal concerned primarily with teachers, teaching, and/or teacher education situated in an international perspective and context. The journal focuses on early childhood through high school (secondary education), teacher preparation, along with higher education concerning teacher professional development and/or teacher education. Teaching and Teacher Education is a multidisciplinary journal committed to no single approach, discipline, methodology, or paradigm. The journal welcomes varied approaches (qualitative, quantitative, and mixed methods) to empirical research; also publishing high quality systematic reviews and meta-analyses. Manuscripts should enhance, build upon, and/or extend the boundaries of theory, research, and/or practice in teaching and teacher education. Teaching and Teacher Education does not publish unsolicited Book Reviews.