Giving Teachers a Voice: A Study of Actual Game Use in the Classroom
Abstract
:1. Introduction
1.1. Teachers’ Use of Games in the Classroom
1.2. Mapping Teacher Practices
2. Method
2.1. Study Design
2.2. Questionnaire Construction
2.3. Sampling Strategy and Inclusion Criteria
2.4. Data Analysis
2.5. Ethical Aspects
3. Results
3.1. Description of the Sample
3.2. Use of Games
3.3. Teachers Motivation
3.3.1. Perceived Benefits of Using Games in the Classroom
3.3.2. Perceived Benefits for Teachers and Students
3.4. Problems That Have Occurred
3.4.1. Technical
3.4.2. Resources
3.4.3. Teacher
3.4.4. Students
3.5. Teachers’ Needs
4. Discussion
4.1. The Prevalance of the Use of Games in the Classroom
4.2. Perceived Benefits, Barriers, and Support
5. Implications and Limitations of the Research
5.1. From Experimentation to Evidence-Based Innovation
5.2. Limitations of the Research
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
Appendix A
Questionnaire Elements. Translated
- Background information
- Gender
- Male
- Female
- County
- Harju
- Hiiu
- Ida Virumaa
- Jõgeva
- Järvamaa
- Läänemaa
- Lääne Virumaa
- Põlva
- Pärnu
- Rapla
- Saare
- Tartu
- Valga
- Viljandi
- Võru
- Age
- Years of teaching
- Level of teaching
- 1–3 grade
- 4–6 Grade
- 7–9 Grade
- 10–12 Grade
- Vocational school
- Other
- Game use
- Do you use games in your classes?
- Yes
- no
- How often do you use games?
- At least once a day
- At least once a week
- At least once a month
- At least once during the semester
- Seldom or not at all
- For what have you used games in your classes?
- Consolidation
- Teaching new material
- Alternation/change
- Motivate
- Joy
- Orchestrating
- Behavioral change
- Social skills
- Physical development
- Other
- What technologies have you used for playing?
- Table tops (PC)
- Laptops
- Game consoles
- Smartphones
- Tablets
- Haven’t used
- Other…
- Mark all the types of games that you have used
- Digital games (ex. computer games, apps, social media games, etc.)
- Gamification tools (ex. Kahoot, Quizziz, etc.)
- Board games
- Outdoor games
- Role games
- Party games
- (Physical) Movement games
- Simulations, VR
- Do not use games
- Other…
- Motivation and benefits
- From where have you received ideas to use games?
- Colleagues
- Educational technologist
- Training/school
- Students/children
- It was my own initiative
- Other…
- What do you get from using games?
- What do the students get from using games?
- Problems and barriers
- I have had the following problems with using games…
- Teacher needs and support
- What has been supporting so far in the game use?
- Tools
- Inspiration/ideas
- Motivation
- Trainings for tools
- Formal trainings (HITSA; koolielu.ee, etc.)
- Support from the management
- Support from parents
- Initiative from students
- Support from colleagues
- The possibility to learn on my own
- Online resources
- Self-efficacy
- Do not use games
- Other
- What is still needed for you to (start) using games? (Each option had a comment section)
- Tools
- Inspiration/ideas
- Motivation
- Trainings for tools
- Formal training (HITSA; koolielu.ee, etc.)
- Support from the management
- Support from parents
- Initiative from students
- Support from colleagues
- The possibility to learn on my own
- Online resources
- Self-efficacy
- Do not use games
- Other
- Feedback
- I have received feedback from… (with commenting options on each line)
- Students
- Parents
- Colleagues
- School board
- Would you recommend the use of games to their colleagues?
- Scale 1 to 5 (No to Yes)
References
- Bourgonjon, J.; de Grove, F.; de Smet, C.; van Looy, J.; Soetaert, R.; Valcke, M. Acceptance of game-based learning by secondary school teachers. Comput. Educ. 2013, 67, 21–35. [Google Scholar] [CrossRef]
- Stewart, J.; Bleumers, L.; van Looy, J.; Marien, I.; All, A.; Schurmans, D.; Willaert, K.; de Grove, F. The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy. Jt. Res. Cent. Eur. Comm. 2013. Available online: https://www.researchgate.net/publication/249335307 (accessed on 28 August 2018).
- Wouters, P.; van Nimwegen, C.; van Oostendrop, H.; van der Spek, E.D. A Meta—Analysis of the Cognitive and Motivational Effects of Serious Games. J. Educ. Psycol. 2013, 105, 249–265. [Google Scholar] [CrossRef] [Green Version]
- Cameron, B.; Dwyer, F. The effect of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives. J. Int. Learn. Res. 2005, 16, 243–258. [Google Scholar]
- EBoyle, A.; Hainley, T.; Connolly, G.G.; Earp, J.; Ott, M.; Lim, T.; Ninaus, M.; Ribeiro, C.; Pereira, J. An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Comput. Educ. 2016, 94, 178–192. [Google Scholar]
- Hainey, T.; Connolly, T.M.; Boyle, E.A.; Wilson, A.; Razak, A. A systematic literature review of games-based learning empirical evidence in primary education. Comput. Educ. 2016, 102, 202–223. [Google Scholar] [CrossRef]
- Nicholls, A. Managing Educational Innovations; Routledge: London, UK, 2018. [Google Scholar]
- Gorozidis, G.; Papaioannou, A.G. Teachers’ motivation to participate in training and to implement innovations. Teach. Teach. Educ. 2014, 39, 1–11. [Google Scholar] [CrossRef]
- Teo, T. Pre-service teachers’ attitudes towards computer use: A Singapore survey. Australas. J. Educ. Technol. 2008, 24, 4. [Google Scholar] [CrossRef] [Green Version]
- Sardone, N.B.; Devlin-Scherer, R. Teacher Candidate Responses to Digital Games: 21 century skills. J. Res. Technol. Educ. 2010, 42, 409–425. [Google Scholar] [CrossRef]
- Watson, W.R.; Yang, S.; Ruggiero, D. Games in Schools: Teachers’ Perceptions of Barriers to Game-based Learning. J. Interact. Learn. Res. 2013, 27, 153–170. [Google Scholar]
- Becker, K. Digital game-based learning once removed: Teaching teachers. Br. J. Educ. Technol. 2007, 38, 478–488. [Google Scholar] [CrossRef]
- Ketelhut, D.J.; Schifter, C.C. Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption. Comput. Educ. 2011, 56, 539–546. [Google Scholar] [CrossRef]
- Hamari, J.; Nousianen, T. Why do teachers use game-based learning technologies? The role of individual and institutional ICT readiness. In Proceedings of the Annual Hawaii International Conference on System Sciences, Kauai, HI, USA, 5–8 January 2015; pp. 682–691. [Google Scholar]
- Stieler-Hundt, C.; Jones, C.M. Educators who believe: Understanding the enthusiasm of teachers who use digital games in the classroom. Res. Learn. Technol. 2015, 23. [Google Scholar] [CrossRef] [Green Version]
- Jong, M.S. Teachers’ Concerns about Adopting Constructivist Online Game-Based Learning in Formal Curriculum Teaching: The VISOLE Experience. Br. J. Educ. Technol. 2016, 47, 601–617. [Google Scholar] [CrossRef]
- de Grove, F.; Bourgonjon, J.; van Looy, J. Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education. Comput. Hum. Behav. 2012, 28, 2023–2033. [Google Scholar] [CrossRef]
- Koh, E.; Kin, Y.g.; Wadwha, B.; Lim, J. Teacher perceptions of Games in Singapore Schools. Simul. Gaming 2012, 43, 51–66. [Google Scholar] [CrossRef]
- Dickey, M.D. K-12 teachers encounter digital games: a qualitative investigation of teachers’ perceptions of the potential of digital games for K-12 education. Interact. Learn. Environ. 2015, 23, 485–495. [Google Scholar] [CrossRef]
- Romero, M.; Barma, S. Teaching Pre-Service Teachers to Integrate Serious Games in the Primary Education Curriculum. Int. J. Serious Games 2015, 2, 45–54. [Google Scholar] [CrossRef] [Green Version]
- Proctor, M.D.; Marks, Y. A survey of exemplar teachers’ perceptions, use, and access of computer-based games and technology for classroom instruction. Comput. Educ. 2013, 62, 171–180. [Google Scholar] [CrossRef]
- Marklund, B.B.; Taylor, A.S.A. Educational games in practice: The challenges involved in conducting a game-based curriculum. Electron. J. E-Learn. 2016, 14, 121–135. [Google Scholar]
- An, Y.-J.; Cao, L. The Effects of Game Design Experience on Teachers Attitudes and Perceptions regarding the Use of Digital Games in the Classroom. TechTrends 2017, 61, 162–170. [Google Scholar] [CrossRef]
- Tsekleves, E.; Cosmas, J.; Aggoun, A. Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers. Br. J. Educ. Technol. 2016, 47, 164–183. [Google Scholar] [CrossRef]
- OECD. Creating Effective Teaching and Learning Environments: First Results from TALIS; OECD Publishing: Paris, France, 2018. [Google Scholar]
- BTakeuchi, L.M.; Vaala, S. Level Up Learning: A National Survey on Teaching with Digital Games; The Joan Ganz Cooney Center at Sesame Workshop: New York, NY, USA, 2014. [Google Scholar]
- Shear, L.; Ghallager, L.; Patal, D. ITL Research Findings: Evolving Educational Ecosystems. ITL Research. 2011. Available online: http://www.itlresearch.com/research-a-reports (accessed on 16 January 2020).
- Svenja, V.; David, K.; Eckhard, K.; Sonja, B. TALIS Teaching Practices and Pedagogical Innovations Evidence from TALIS: Evidence from TALIS; OECD Publishing: Paris, France, 2012. [Google Scholar]
- Jesmin, T.; Ley, T.T. The Effects of Game Design Experience on Teacher’ Attitudes and Perceptions regarding the Use of Digital Games in the Classroom. In Proceedings of the 12th International Symposium on Open Collaboration, Berlin, Germany, 17–19 August 2016. [Google Scholar]
- Jesmin, T.; Rinde, A. Teachers Practices of Using Games in School: The Case of Estonia. In Proceedings of the 12th European Conference on Games Based Learning, Sophia Antipolis, France, 4–5 October 2018. [Google Scholar]
- Sheeran, P. Intention—Behavior relations: a conceptual and empirical review. Eur. Rev. Soc. Psychol. 2002, 12, 1–36. [Google Scholar] [CrossRef]
- Leoste, J.; Tammets, K.; Ley, T. Co-Creating Learning Designs in Professional Teacher Education: Knowledge Appropriation in the Teacher’s Innovation Laboratory. Interaction Design and Architecture(s). Available online: http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/42_7.pdf (accessed on 16 January 2020).
Sample | Population | |
---|---|---|
Age Group | ||
Less than 30 | 10.5% | 9% |
31 to 50 | 47.2% | 42% |
More than 50 | 42.3% | 49% |
Gender | ||
Female | 90.8% | 87% |
Male | 9.2% | 13% |
Main Grades taught | ||
1–3 | 47.4% | 20% |
4–6 | 69.3% | 33% |
7–9 | 58.4% | 31% |
High school | 30.8% | 16% |
Other | 2.5% | Unknown |
Gender | Total | |||
---|---|---|---|---|
Female | Male | |||
Do you use games in your teaching? | Yes | 1083 | 92 | 1175 |
95.3% | 79.3% | 93.8% | ||
Sometimes | 19 | 7 | 26 | |
1.7% | 6.0% | 2.1% | ||
No | 35 | 17 | 52 | |
3.1% | 14.7% | 4.2% | ||
Total | 1137 | 116 | 1253 | |
100.0% | 100.0% | 100.0% |
Do You Use Games? | Total | ||||
---|---|---|---|---|---|
Yes | Sometimes | No | |||
Age | Up to 35 | 214 | 0 | 3 | 217 |
98.6% | .0% | 1.4% | 100.0% | ||
36 to 50 | 482 | 9 | 18 | 509 | |
94.7% | 1.8% | 3.5% | 100.0% | ||
51 to 65 | 445 | 15 | 27 | 487 | |
91.4% | 3.1% | 5.5% | 100.0% | ||
Over 66 | 34 | 2 | 4 | 40 | |
85.0% | 5.0% | 10.0% | 100.0% | ||
Total | 1175 | 26 | 52 | 1253 | |
93.8% | 2.1% | 4.2% | 100.0% |
Do You Use Games? | |||||||
---|---|---|---|---|---|---|---|
Yes | Sometimes | No | |||||
Count | % | Count | % | Count | % | ||
1–3 grade | Yes | 586 | 98.5% | 5 | 0.8% | 4 | 0.7% |
4–6 grade | Yes | 829 | 95.4% | 16 | 1.8% | 24 | 2.8% |
7–9 grade | Yes | 677 | 92.5% | 21 | 2.9% | 34 | 4.6% |
10–12 grade | Yes | 345 | 90.1% | 11 | 2.9% | 27 | 7.0% |
Category | Sub Categories | Quotes |
---|---|---|
Motivation | Creates interest Activates Seemingly effortless learning Sparks students’ curiosity Students can choose their own pace Active participation Students can move around the classroom and can go outside | “It catches and keeps students’ attention” “More lively participation” “Games help against exhaustion” “Time limit makes slow students work faster” “They see that learning can be modern and cool, too” “Playing comes naturally for the children” |
Alteration | Variety Exemplify, illustrate Put theory into practice Consolidation Visual resources | “It makes studies more interesting and brings variety.” “Makes drilling more fun” “Helps to give an alternative perspective to the subject” “It makes learning non-traditional.” “It shows that you can use materials learned in class in a different situation.” “Gives an opportunity for the teacher for a different kind of cooperation with the students.” |
Emotion | Creating joy, thrill, fun, and excitement Experiencing success Joy of discovery Competition Reduces stress Empathy | “If they feel success, they want to come to school and class.” “Using games can trigger competition among students, but this is not always good.” “It is enjoyable to watch children learning eagerly.” “It creates positive feelings toward the subject” “It can be an emotional let-out.” “Everybody feels success and the joy of making things on your own.” “Students are not afraid and they can repeat as much as needed.” “Games create competition and thrill.” “Gives the feeling of success to every student” “They consider each other more” |
Evaluation | Enables student evaluation See how they behave in a new situation Comparison | “Gives the opportunity to grade or evaluate.” “I can see the students in a new situation, how they communicate, and what they know.” “Gives information about the students’ abilities “They can compare over the web with other alike students.” |
Feedback | Fast and immediate feedback | “Endless possibilities to comment” |
Skills | Using digital tools in a purposeful way Physical development Hand–eye coordination Reaction Courage to perform and present Ability to focus Skills to read instructions Entrepreneurship Critical thinking Decision making Abstract thinking | “It teaches them how to use smart devices in an educational purpose” “How to digitalize their knowledge” “The possibility to create their own games” “They can put their skills into practic.e” “Games make them communicate.” “Speed of reaction improves” “’New talents’ arise” “It boosts their analyzing skills” “Broadens their vocabulary” |
Social skills | Cooperation Emotional control Self-regulation skills Helpfulness Independence Self-efficacy | “Gives them courage to communicate with the teacher” “Students teach each other” “Teaches them how do deal with losing” “Competition with yourself and others” “Getting to know your peers” |
Orchestration | Discipline Inclusion Fulfills time in a meaningful way Resting Creating atmosphere | “It helps to manage and prevent discipline problems.” “Using games creates tensionless environment” “It teaches respect, honesty, and fallowing game rules.” “It stops cheating.” “Playing games can be used as a reward after work.” |
Class cohesion | Creates a whole Tunes in Creates a good learning environment Supports different learning styles Inclusion Caters to students on different levels Students can learn at their own pace Adaptability | “Everybody is involved.” “Using games glues the class together.” “Creates the right mood” “Creates the flow” “Sense of belonging” “Creates better relations between teacher and students” “The knowing that you are not alone—there are people just like you out there.” “Helps shy students to show their strong sides” “It makes teaching to special needs children possible.” “Games give the opportunity for both cooperation and working on your own.” |
Learning | Mental challenge Interdisciplinary Adding extra material Supporting exploratory learning Broadening the world view Boosts creativity Helps to understand Consolidates knowledge Boosts their proficiency Informal Exploratory learning Proficiency Resilience Changes their behavior | “Makes new material more easily acquired” “It is easier to get the information through a game.” “They teach the importance of rules and waiting for your turn.” |
Teachers | Develops their skills Keeps them up to date It is exciting for them, too Boosts their confidence Time management | “The sparkle in the students’ eyes gives me more energy.” “It is a one-time effort to learn a new game or to prepare the materials—you, and your colleagues, can use them repeatedly after that.” “Students trust their teacher more and are more open.” |
Saving | Students can use their own devices Virtual resources Re-using materials | “Using virtual resources saves paper and the environment.” “This enables using materials made by others.” |
© 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Jesmin, T.; Ley, T. Giving Teachers a Voice: A Study of Actual Game Use in the Classroom. Information 2020, 11, 55. https://doi.org/10.3390/info11010055
Jesmin T, Ley T. Giving Teachers a Voice: A Study of Actual Game Use in the Classroom. Information. 2020; 11(1):55. https://doi.org/10.3390/info11010055
Chicago/Turabian StyleJesmin, Triinu, and Tobias Ley. 2020. "Giving Teachers a Voice: A Study of Actual Game Use in the Classroom" Information 11, no. 1: 55. https://doi.org/10.3390/info11010055
APA StyleJesmin, T., & Ley, T. (2020). Giving Teachers a Voice: A Study of Actual Game Use in the Classroom. Information, 11(1), 55. https://doi.org/10.3390/info11010055