Knowledge and planning among teachers integrating digital game-based learning into elementary school classrooms

IF 3.4 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Technology Pedagogy and Education Pub Date : 2023-02-16 DOI:10.1080/1475939X.2023.2175719
Merav Hayak, O. Avidov-Ungar
{"title":"Knowledge and planning among teachers integrating digital game-based learning into elementary school classrooms","authors":"Merav Hayak, O. Avidov-Ungar","doi":"10.1080/1475939X.2023.2175719","DOIUrl":null,"url":null,"abstract":"ABSTRACT The qualitative research employed semi-structured interviews with 28 elementary school teachers to examine the types of knowledge they use to integrate digital game-based learning (DGBL) into their classrooms and the nature of their integration planning. The findings revealed that teachers use four types of knowledge: game knowledge, game technological knowledge, game pedagogical knowledge and game technological pedagogical content knowledge. Five integration planning stages were identified, with stages A–C concerning the process of game selection and stages D–E concerning the integration of games in the classroom. Most teachers plan DGBL integration into their classrooms using a structured approach that follows each stage in order, whereas some teachers adopt a flexible planning pattern that omits or reorders some stages. The types of knowledge teachers use at each DGBL integration planning stage were identified and will be relevant to teacher educators and to teachers seeking to better integrate DGBL into their practice.","PeriodicalId":46992,"journal":{"name":"Technology Pedagogy and Education","volume":"32 1","pages":"239 - 255"},"PeriodicalIF":3.4000,"publicationDate":"2023-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Technology Pedagogy and Education","FirstCategoryId":"95","ListUrlMain":"https://doi.org/10.1080/1475939X.2023.2175719","RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 1

Abstract

ABSTRACT The qualitative research employed semi-structured interviews with 28 elementary school teachers to examine the types of knowledge they use to integrate digital game-based learning (DGBL) into their classrooms and the nature of their integration planning. The findings revealed that teachers use four types of knowledge: game knowledge, game technological knowledge, game pedagogical knowledge and game technological pedagogical content knowledge. Five integration planning stages were identified, with stages A–C concerning the process of game selection and stages D–E concerning the integration of games in the classroom. Most teachers plan DGBL integration into their classrooms using a structured approach that follows each stage in order, whereas some teachers adopt a flexible planning pattern that omits or reorders some stages. The types of knowledge teachers use at each DGBL integration planning stage were identified and will be relevant to teacher educators and to teachers seeking to better integrate DGBL into their practice.
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
教师将数位游戏学习纳入小学课堂的知识与计划
本定性研究采用半结构化访谈对28名小学教师进行访谈,以考察他们将基于数字游戏的学习(DGBL)整合到课堂中的知识类型及其整合计划的性质。研究发现,教师使用的知识类型有四种:游戏知识、游戏技术知识、游戏教学知识和游戏技术教学内容知识。我们确定了五个整合规划阶段,其中A-C阶段涉及游戏选择过程,D-E阶段涉及课堂游戏整合。大多数教师计划将DGBL整合到课堂中,使用的是按顺序遵循每个阶段的结构化方法,而一些教师采用灵活的计划模式,省略或重新安排某些阶段。教师在每个DGBL整合规划阶段使用的知识类型被确定,这些知识类型将与教师教育者和寻求更好地将DGBL整合到他们的实践中的教师相关。
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
Technology Pedagogy and Education
Technology Pedagogy and Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
9.50
自引率
2.00%
发文量
25
期刊最新文献
Student teacher learning with Ozobots and Makey Makeys during a workshop and field experience Scripted synergy: elevating EFL writing and creativity through collaborative digital storytelling Unmasking the depoliticisation of ICT in digital competence frameworks for educators: a critical discourse study WhatsApp for pedagogy: initiatives, instructional practices and the nature of knowledge in Israel’s secondary education A testing load: a review of cognitive load in computer and paper-based learning and assessment
×
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:481959085
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