What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games.

Young Kyun Baek
{"title":"What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games.","authors":"Young Kyun Baek","doi":"10.1089/cpb.2008.0127","DOIUrl":null,"url":null,"abstract":"<p><p>The purpose of this study is to identify factors inhibiting teachers' use of computer and video games in the classroom setting and to examine the degree to which teaching experience and gender affect attitudes toward using games. Six factors that hinder teachers' use of games in the classroom were discovered: Inflexibility of curriculum, Negative effects of gaming, Students' lack of readiness, Lack of supporting materials, Fixed class schedules, and Limited budgets. Lack of supporting material, Fixed class schedules, and Limited budgets were factors that female teachers believed to be more serious obstacles to game use in the classroom than male teachers did. Experienced teachers, more so than inexperienced teachers, believed that adopting games in teaching was hindered by Inflexibility of curriculum and Negative effects of gaming. On the other hand, inexperienced teachers, more so than experienced teachers, believed that adopting games in teaching is less hindered by Lack of supporting materials and Fixed class schedules.</p>","PeriodicalId":83680,"journal":{"name":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","volume":"11 6","pages":"665-71"},"PeriodicalIF":0.0000,"publicationDate":"2008-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1089/cpb.2008.0127","citationCount":"170","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1089/cpb.2008.0127","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 170

Abstract

The purpose of this study is to identify factors inhibiting teachers' use of computer and video games in the classroom setting and to examine the degree to which teaching experience and gender affect attitudes toward using games. Six factors that hinder teachers' use of games in the classroom were discovered: Inflexibility of curriculum, Negative effects of gaming, Students' lack of readiness, Lack of supporting materials, Fixed class schedules, and Limited budgets. Lack of supporting material, Fixed class schedules, and Limited budgets were factors that female teachers believed to be more serious obstacles to game use in the classroom than male teachers did. Experienced teachers, more so than inexperienced teachers, believed that adopting games in teaching was hindered by Inflexibility of curriculum and Negative effects of gaming. On the other hand, inexperienced teachers, more so than experienced teachers, believed that adopting games in teaching is less hindered by Lack of supporting materials and Fixed class schedules.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
是什么阻碍了教师在课堂上使用电脑和视频游戏?探索抑制电脑和电子游戏的因素。
本研究的目的是找出阻碍教师在课堂上使用电脑和电子游戏的因素,并检验教学经验和性别对使用游戏态度的影响程度。研究发现,阻碍教师在课堂上使用游戏的六个因素是:课程缺乏灵活性、游戏的负面影响、学生缺乏准备、缺乏辅助材料、固定的课程表和有限的预算。缺乏辅助材料、固定的课程表和有限的预算是女教师认为比男教师更严重阻碍课堂游戏使用的因素。经验丰富的教师比经验不足的教师更认为,在教学中采用游戏受到课程缺乏灵活性和游戏的负面影响的阻碍。另一方面,与经验丰富的教师相比,经验不足的教师认为,在教学中采用游戏较少受到缺乏辅助材料和固定课程表的阻碍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Changes over time in digital literacy. Index of problematic online experiences: item characteristics and correlation with negative symptomatology. Modality effects in Second Life: the mediating role of social presence and the moderating role of product involvement. Parasocial interaction with my avatar: effects of interdependent self-construal and the mediating role of self-presence in an avatar-based console game, Wii. Being immersed in social networking environment: Facebook groups, uses and gratifications, and social outcomes.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1