The Integration of Digital Game-Based Learning into Primary School Instruction: Exploring Teachers' Perceptions at Various Career Stages in Sargodha
DOI:
https://doi.org/10.55737/qjssh.537319468Keywords:
Digital Game-based Learning, Primary School Instruction, Teachers' PerceptionsAbstract
This study looked at how teachers at different stages of their careers felt about using digital game-based learning (DGBL) in the classroom. It looked at factors that supported and opposed using DGBL in the classroom (a) and factors that drove teachers to use DGBL in the classroom (b). The study included twenty primary school teachers who incorporated DGBL into their teaching. Semi-structured in-depth interviews were conducted, focusing on their experiences and perceptions. The qualitative analysis of a semi-structured, in-depth interview was based on grounded theory. The findings show that instructors' views on DGBL integration differ based on where they are in their careers. Key findings include variations in motivation and perceived barriers among different career stages. When it comes to the factors that encourage, discourage, and motivate people to implement DGBL, the professional stage is a differentiating factor. This conclusion consolidates all the study's findings. The teachers' career stages thus highlighted common differences. The study's findings can be applied to teachers' professional growth at various stages of their careers.
References
Allsop, Y., & Jessel, J. (2015). Teachers’ experience and reflections on game-based learning in the primary classroom: views from England and Italy. International Journal of Game-Based Learning, 5(1), 1–17. https://doi.org/10.4018/ijgbl.2015010101
Amitai, A., & Van Houtte, M. (2022). Being pushed out of the career: Former teachers’ reasons for leaving the profession. Teaching and Teacher Education, 110, 103540. https://doi.org/10.1016/j.tate.2021.103540
An, Y. (2018). The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning. Educational Technology Research and Development, 66(6), 1505–1527. https://doi.org/10.1007/s11423-018-9620-z
An, Y.-J., & Cao, L. (2017). The Effects of Game Design Experience on Teachers’ Attitudes and Perceptions regarding the Use of Digital Games in the Classroom. TechTrends, 61(2), 162–170. https://doi.org/10.1007/s11528-016-0122-8
Bell, A., & Gresalfi, M. (2017). Teaching with Videogames: How Experience Impacts Classroom Integration. Technology, Knowledge and Learning, 22(3), 513–526. https://doi.org/10.1007/s10758-017-9306-3
Blömeke, S., Nilsen, T., & Scherer, R. (2021). School innovativeness is associated with enhanced teacher collaboration, innovative classroom practices, and job satisfaction. Journal of Educational Psychology, 113(8), 1645–1667. https://doi.org/10.1037/edu0000668
Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students’ perceptions about the use of video games in the classroom. Computers & Education, 54(4), 1145–1156. https://doi.org/10.1016/j.compedu.2009.10.022
Breeze, T. (2023). A study of Key Stage 3 music teachers’ pedagogic beliefs in the context of a new curriculum for Wales. Cardiff Metropolitan University. Thesis. https://doi.org/10.25401/cardiffmet.22211659.v1
Brooks, E., & Sjöberg, J. (2022). Pedagogical Integration of Digital Game-Based Learning - Processes Involved. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 195–212. https://doi.org/10.1007/978-3-031-06675-7_15
Carrillo, E. (2019). Digital game-based learning: An analysis of teacher preparation. Doctoral dissertation, University of West Georgia. https://www.proquest.com/openview/4c7d9a23dfb397102dc2def6ff309ec5/1?pq-origsite=gscholar&cbl=18750&diss=y
Chamberlain, D., Hegney, D., Harvey, C., Knight, B., Garrahy, A., & Tsai, L. P.-S. (2019). The factors influencing the effective early career and rapid transition to a nursing specialty in differing contexts of practice: a modified Delphi consensus study. BMJ Open, 9(8), 1-11. https://doi.org/10.1136/bmjopen-2018-028541
Chikomba, T. (2024). What are the challenges faced by primary school teachers to teach the new computing curriculum in a multi academy trust?. Anglia Ruskin Research Online (ARRO). Thesis. https://hdl.handle.net/10779/aru.25549903.v1
Chung-Yuan, H., Meng-Jung, T., Yu-Hsuan, C., & Liang, J. C. (2017). Surveying In-Service Teachers’ Beliefs about Game-Based Learning and Perceptions of Technological Pedagogical and Content Knowledge of Games. Educational Technology & Society/Journal of Educational Technology & Society, 20(1), 134–143.
Ciussi, M. (Ed.). (2018, October). ECGBL 2018 12th European Conference on Game-Based Learning. Academic Conferences and publishing limited.
Dubey, M., & Sinha, K. (2023). Digital Games as Tools of Innovative Pedagogy in Education. Smart Innovation, Systems and Technologies, 129–141. https://doi.org/10.1007/978-981-19-5240-1_9
Esau, D. E. (2017). Exploring beginner teachers’ perceptions of school support to enhance their capability sets in relation to teacher education policy. Etd.uwc.ac.za. https://etd.uwc.ac.za/handle/11394/6297
Formosa, M. (2015). Supporting and mentoring mature learners : a “train-the-trainer” programme for facilitators of ICT learning for older adults. Www.um.edu.mt. https://www.um.edu.mt/library/oar/handle/123456789/1800
Hayak, M., & Avidov-Ungar, O. (2020). The Integration of Digital Game-Based Learning into the Instruction: Teachers’ Perceptions at Different Career Stages. TechTrends, 64, 887–898. https://doi.org/10.1007/s11528-020-00503-6
Hébert, C., Jenson, J., & Terzopoulos, T. (2021). “Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K-12 classrooms. E-Learning and Digital Media, 18(3), 307–324. https://doi.org/10.1177/2042753021995315
Huang, W.-H. D. (2013). Online Learning Engagement System (OLES) Design Framework for Postsecondary Online Learning Environments. Advances in Educational Marketing, Administration, and Leadership Book Series, 182–200. https://doi.org/10.4018/978-1-4666-4249-2.ch011
Hwang, G.-J., Chen, P.-Y., Chu, S.-T., Chuang, W.-H., Juan, C.-Y., & Chen, H. (2023). Game-Based Language Learning in Technological Contexts: An Integrated Systematic Review and Bibliometric Analysis. International Journal of Online Pedagogy and Course Design, 13(1), 1–25. https://doi.org/10.4018/ijopcd.316184
Ijaz, A., Khan, M. Y., Ali, S. M., Qadir, J., & Boulos, M. N. K. (2019). Serious Games for Healthcare Professional Training: A Systematic. EJBI, 15(1), 12-28.
Ivanović, I. (2024). Game-based learning and underachieving students: Replacing the traditional paradigm in Montenegro? Education and Information Technologies. https://doi.org/10.1007/s10639-024-12740-w
Jeon, J. H., Kim, K., Kim, J. H., Baek, A., Cho, H., Lee, Y. H., Kim, J. W., Kim, D., Han, S. H., Lim, J., Kim, K. I., Yoon, D. Y., Kim, S., Oh, G. T., Kim, E., & Yang, Y. (2008). A novel adipokine CTRP1 stimulates aldosterone production. The FASEB Journal, 22(5), 1502–1511. https://doi.org/10.1096/fj.07-9412com
Johnson, C. C. (2019). Digital game based learning: an exploratory analysis of perceived educational benefits at a junior high school level (Doctoral dissertation). https://core.ac.uk/download/pdf/322918107.pdf
Li, K. (2023). Exploring the Practices of Digital Game-based Language Learning through Action Research. https://repository.kulib.kyoto-u.ac.jp/dspace/bitstream/2433/283822/2/ynink01076.pdf
Li, R., Meng, Z., Tian, M., Zhang, Z., & Xiao, W. (2021). Modelling Chinese EFL learners’ flow experiences in digital game-based vocabulary learning: the roles of learner and contextual factors. Computer Assisted Language Learning, 34(4), 1–22. https://doi.org/10.1080/09588221.2019.1619585
Lyon, L. J. (2015). Development of Teaching Expertise Viewed through the Dreyfus Model of Skill Acquisition. Journal of the Scholarship of Teaching and Learning, 15(1), 88–105. https://doi.org/10.14434/josotl.v15i1.12866
Manuel, P.-C. V., José, P.-C. I., Manuel, F.-M., Iván, M.-O., & Baltasar, F.-M. (2019). Simplifying the Creation of Adventure Serious Games with Educational-Oriented Features. Journal of Educational Technology & Society, 22(3), 32–46. https://www.jstor.org/stable/26896708
Meyer, A., Richter, D., & Hartung-Beck, V. (2022). The relationship between principal leadership and teacher collaboration: Investigating the mediating effect of teachers’ collective efficacy. Educational Management Administration & Leadership, 50(4), 593–612. https://doi.org/10.1177/1741143220945698
Moca, M. (2021, September). Using game based learning elements in practice enterprises for entrepreneurial education. In European Conference on Games Based Learning (pp. 854-XIX). Academic Conferences International Limited.
Nieland, T., Fehrenbach, A., Marowsky, M., Burfeind, M. (2021). The Teacher-Centered Perspective on Digital Game-Based Learning. In: Aprea, C., Ifenthaler, D. (eds) Game-based Learning Across the Disciplines. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-030-75142-5_15
O’Reilly, N. (2016). The key components to creating effective collaborative teaching and learning environments. https://doi.org/10.26021/9404
Oldham, S. (2021). Entrepreneurship education and neoliberal common sense in Australia and New Zealand (Doctoral dissertation, The University of Melbourne).
Prensky, M. (2006). Don't bother me, mom, I'm learning!: How computer and video games are preparing your kids for 21st century success and how you can help!. St. Paul: Paragon house. https://www.uoc.edu/uocpapers/5/dt/eng/prensky.html
Price, H. E. (2012). Principal–Teacher Interactions: How Affective Relationships Shape Principal and Teacher Attitudes. Educational Administration Quarterly, 48(1), 39–85. https://doi.org/10.1177/0013161x11417126
Raduan, N. A., & Na, S.-I. (2020). An integrative review of the models for teacher expertise and career development. European Journal of Teacher Education, 43(3), 1–24. https://doi.org/10.1080/02619768.2020.1728740
Ragni, B., Toto, G. A., Furia, M. di, Lavanga, A., & Limone, P. (2023). The use of Digital Game-Based Learning (DGBL) in teachers’ training: a scoping review. 8. https://doi.org/10.3389/feduc.2023.1092022
Razak, A. A., Abidin, M. I. Z., & Connolly, T. M. (2019). Transitioning to digital games-based learning: The case of Scottish Universities. In Management and Administration of Higher Education Institutions at Times of Change (pp. 151-165). Emerald Publishing Limited. https://doi.org/10.1108/978-1-78973-627-420191009
Rhodes, L. P. (2021). Effectiveness of Digital Game-Based Learning in Promoting Computational Thinking Skills in K-12 Educators (Doctoral dissertation, Grand Canyon University).
Rogers, K. (2021). Leveraging Technology to Address Disparities in Education: The Role of School Social Workers to Advance Student Success (Doctoral dissertation).
Spiteri, M., & Chang Rundgren, S.-N. (2018). Literature Review on the Factors Affecting Primary Teachers’ Use of Digital Technology. Technology, Knowledge and Learning, 25(1), 115–128. https://doi.org/10.1007/s10758-018-9376-x
Toz, I., & Sahan, G. (2024). Evaluation of Problems and Solution Suggestions in Vocational Training Centers from the Point of View of Managers, Teachers, Employers and Students. Progress in Language, Literature and Education Research, 154, 154–184. https://doi.org/10.9734/bpi/pller/v9/498
Watters, J. J., & Diezmann, C. M. (2015). Challenges Confronting Career-Changing Beginning Teachers: A Qualitative Study of Professional Scientists Becoming Science Teachers. Journal of Science Teacher Education, 26(2), 163–192. https://doi.org/10.1007/s10972-014-9413-0
Winicki, A. A. (2017). A Catholic School Dilemma: Adopt Common Core State Standards? (Doctoral dissertation, University of Southern California).
Wouters, P., Oostendorp, H. van, Boonekamp, R., & Spek, E. van der. (2011). The role of Game Discourse Analysis and curiosity in creating engaging and effective serious games by implementing a back story and foreshadowing. Interacting with Computers, 23(4), 329–336. https://doi.org/10.1016/j.intcom.2011.05.001
Yağan, E., Özgenel, M., & Baydar, F. (2022). Professional self-understanding of teachers in different career stages: a phenomenological analysis. BMC Psychology, 10(1). https://doi.org/10.1186/s40359-022-00769-w
Published
Issue
Section
License
Copyright (c) 2024 Asia Malik, Muhammad Nadeem Anwar, Nayyab Naveed, Hira Malik
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.