Experimenting with game-based learning in preservice teacher education

IF 0.8 4区 教育学 Q3 EDUCATION & EDUCATIONAL RESEARCH English Teaching-Practice and Critique Pub Date : 2021-01-22 DOI:10.1108/ETPC-10-2019-0125
Lindy L. Johnson, G. Kim
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引用次数: 2

Abstract

Purpose The purpose of this study is to examine the use of game-based learning for approximations of practice within a critical, project-based (CPB) clinical experience for preservice teachers (PSTs). Within the clinical experience, secondary English Language Arts PSTs practiced modeling argumentative thinking through playing a board game, Race to the White House, with ninth-grade students. Design/methodology/approach Data collection took place at a public high school in the mid-Atlantic region of the USA. A variety of data was collected including written reflections by PSTs about their experiences leading the game play, audio recordings of the small group game play and a transcript of a whole-class 30-min post-game discussion with the PSTs and classroom teacher. To analyze the data, patterns of discourse were identified. Findings The game-based learning activity provided an accessible structure for PSTs to model their own argumentative thinking, presented opportunities for PSTs to elicit and interpret students’ thinking to support students’ practice in constructing an argument and created a playful context for PSTs to encourage students to produce arguments and critique the argumentation work of others. Research limitations/implications Game-based learning within CPB clinical experiences has the potential to bring students, PSTs, inservice teachers and teacher educators together to experiment with how to help PSTs practice engaging with students in different ways than a traditional teacher-to-student dynamic. Originality/value Game design and game play within CPB clinical experiences has the potential to bring students, PSTs, inservice teachers and teacher educators together to experiment with how to make teaching and learning a more social and collaborative process.
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在职前教师教育中试验基于游戏的学习
目的本研究的目的是检查基于游戏的学习在职前教师(pst)的关键的、基于项目的(CPB)临床经验中近似实践的使用。在临床经验中,中学英语语言艺术PSTs通过与九年级学生一起玩棋盘游戏“向白宫赛跑”来练习论证思维的建模。设计/方法/方法数据收集在美国大西洋中部地区的一所公立高中进行。收集了各种数据,包括pst关于他们领导游戏的经验的书面反思,小组游戏的录音,以及与pst和班主任进行的30分钟的全班讨论的记录。为了分析数据,我们确定了话语模式。结果:游戏式的学习活动为教师提供了一个易于理解的结构,帮助他们建立自己的论证思维模型,为教师提供了引导和解释学生思维的机会,以支持学生构建论证的实践,并为教师创造了一个有趣的环境,鼓励学生提出论证并批评他人的论证工作。研究局限/启示CPB临床经验中基于游戏的学习有可能将学生、pst、在职教师和教师教育者聚集在一起,实验如何帮助pst以不同于传统的师生互动方式与学生互动。CPB临床经验中的游戏设计和游戏玩法有可能将学生、pst、在职教师和教师教育者聚集在一起,尝试如何使教学成为一个更具社交性和合作性的过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.40
自引率
11.10%
发文量
32
期刊介绍: English Teaching: Practice and Critique seeks to promote research and theory related to English literacy that is grounded in a range of contexts: classrooms, schools and wider educational constituencies. The journal has as its main focus English teaching in L1 settings. Submissions focused on EFL will be considered only if they have clear pertinence to English literacy in L1 settings. It provides a place where authors from a range of backgrounds can identify matters of common concern and thereby foster broad professional communities and networks. Where possible, English Teaching: Practice and Critique encourages comparative approaches to topics and issues. The journal published three types of manuscripts: research articles, essays (theoretical papers, reviews, and responses), and teacher narratives. Often special issues of the journal focus on distinct topics; however, unthemed manuscript submissions are always welcome and published in most issues.
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