Is GBL Good for Teachers? A Game for Teachers on How to Foster Students’ Self-Regulated Learning
Abstract
:1. Introduction
1.1. Game-Based Teacher Professional Development
1.2. Self-Regulated Learning and Teacher Professional Development
1.3. Aim of the Study and Research Questions
- We describe the SRL-4Ts game, a board game developed to stimulate teachers’ reflections on how to improve the SRL-development affordances of a given learning activity. The description discusses the game features against the recommendations provided by a recent literature review [55] investigating the theoretical bases of gamification and GBL;
- We report on a case study aimed at collecting evidence on the effects of the game in terms of knowledge, design skills and beliefs of the teachers involved;
- We provide and discuss the results of the case study in terms of acceptance of the approach, knowledge acquisition, and changes in teachers’ beliefs;
- We conclude by discussing the main limitations of the study and its future developments.
2. Materials and Methods
2.1. The SRL-4Ts Game
- Digital format;
- Tangible format;
- Hybrid format (partly tangible, partly digital).
2.1.1. Game Components
2.1.2. How to Play the SRL-4Ts Game
2.2. Context and Data Collection Method
2.3. Data Collection Tool
- 10 items on game acceptance (only in the post-questionnaire), including:
- 2 items on Perceived Usefulness (i.e., teachers’ perception of the game’s effectiveness in enhancing their understanding of SRL and reflecting on effective teaching strategies to foster students’ SRL skills),
- 2 items on Ease of Use (i.e., teachers’ opinions regarding the ease of understanding and playing the game, as well as the clarity of the contents presented in the game),
- 3 items on Engagement and Motivation (i.e., the level of engagement and motivation the teachers experienced while playing the game, including whether the game made learning about SRL fun and motivating),
- 1 item on Learning Enhancement (i.e., teachers’ perception of the game’s role in making their learning about SRL more effective compared to other learning methods),
- 2 items on Reusability and Commandability (i.e., the teachers’ willingness to reuse the game for assessing their own designs and recommending the game-based approach to their colleagues for learning about SRL).
- 5 items on learning outcomes, including:
- 1 self-assessment question on perceived competence on SRL,
- 3 multiple-choice questions with a correct answer (one concerning the definition of the construct, one concerning Zimmerman’s model and the third concerning design principles for SRL development),
- 1 question on the perceived importance of increasing students’ SRL skills in today’s teaching practice.
- 9 items about teachers’ beliefs, investigating to what extent participants believed some design principles to be important for fostering SRL.
3. Results
3.1. RQ1: Game Acceptance
3.2. RQ2: Learning Outcomes
3.3. RQ3: Changes in Beliefs about SRL Principles
4. Discussion
4.1. RQ1: Game Acceptance
4.2. RQ2: Learning Outcomes
4.3. RQ3: Changes in Beliefs
- The significant increase in the post-test scores of “encouraging students to choose suitable learning strategies” indicates that the intervention succeeded in making teachers recognize the importance of this principle, which is in line with the SRL literature emphasizing the role of strategy selection in SRL processes [28].
- The post-intervention significant increase in scores of “promoting peer performance comparison” suggests that teachers became more open to the idea of fostering a learning environment where students learn from one another rather than just from the teacher. This is consistent with the SRL literature that highlights the benefits of peer comparison in encouraging self-reflection and fostering a collaborative learning environment [31].
- The Mean Score of most of the other items increased, but the changes were not statistically significant. However, the related beliefs scored rather high already in the pre-test, possibly due to the likelihood that their beliefs were higher than average as they had enrolled in our training initiative. Thus, extending the study to a larger and randomly selected sample might yield more favorable and reliable results as the pre-test would likely be less positive.
- The only item where there is a slight decrease in the post-test score as compared to the pre-test concerns the need for students to be free to configure their own learning environment. This result suggests that the intervention did not significantly alter this belief, possibly because respondents do not believe this is feasible. Perhaps teachers still refer to traditional classroom settings without considering the role that technology can play in this regard [45].
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Item | Mean ± SD (Post) | Wilcoxon Test |
---|---|---|
Using the game helped me to understand what Self-Regulated Learning is | 4.38 ± 0.87 | V = 55, p = 0.004 ** |
Using the game helped me to focus on effective teaching strategies to support the development of my students’ SRL skills | 4.08 ± 0.95 | V = 62.5, p = 0.008 ** |
Understanding how to play the game was easy | 4.00 ± 0.58 | V = 66, p = 0.002 ** |
The contents of the cards were clear | 4.00 ± 0.91 | V = 36, p = 0.012 * |
Playing the game was engaging | 4.46 ± 0.66 | V = 78, p = 0.002 ** |
Playing the game was motivating | 4.23 ± 1.01 | V = 63.5, p = 0.006 ** |
Playing the game made my learning about SRL fun | 4.15 ± 1.21 | V = 62, p = 0.008 ** |
Playing the game made my learning about SRL more effective | 4.15 ± 0.80 | V = 55, p = 0.005 ** |
I would like to play the game again to assess my own designs | 4.23 ± 1.01 | V = 63.5, p = 0.006 ** |
Should I advise a colleague to attend a course on SRL, I would advise him/her to follow one where the game is used | 4.08 ± 1.12 | V = 43.5, p = 0.010 * |
Item—SRL Principle | Mean ± SD (pre) | Mean ± SD (Post) | Wilcoxon Test p-Value |
---|---|---|---|
Negotiating with students how the learning aims will be achieved | 3.87 ± 1.19 | 3.69 ± 1.18 | 0.943 |
Fostering students to choose which technology they wish to use to produce their artifacts | 3.33 ± 0.90 | 3.38 ± 0.96 | 0.931 |
Fostering students to choose learning strategies that are suitable to achieve the learning objectives | 3.67 ± 0.72 | 4.38 ± 0.51 | 0.023 * |
Fostering students to manage learning timing and negotiate deadlines | 3.87 ± 1.13 | 4.46 ± 0.66 | 0.072 |
Fostering students to reflect on their learning process | 4.73 ± 0.46 | 5.00 ± 0.00 | 0.149 |
Making sure students receive emotional support to overcome anxiety and disappointment | 4.27 ± 0.70 | 4.38 ± 0.77 | 0.586 |
Fostering students’ self-assessment and reflection on the causes of their failures | 4.40 ± 0.63 | 4.62 ± 0.65 | 0.149 |
Fostering students to compare their performance with that of peers | 3.33 ± 0.98 | 4.23 ± 1.01 | 0.040 * |
Fostering students to configure their learning environment in such a way that is conducive to learning | 4.07 ± 0.70 | 4.00 ± 0.41 | 0.766 |
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Persico, D.; Manganello, F.; Passarelli, M.; Pozzi, F. Is GBL Good for Teachers? A Game for Teachers on How to Foster Students’ Self-Regulated Learning. Educ. Sci. 2023, 13, 1180. https://doi.org/10.3390/educsci13121180
Persico D, Manganello F, Passarelli M, Pozzi F. Is GBL Good for Teachers? A Game for Teachers on How to Foster Students’ Self-Regulated Learning. Education Sciences. 2023; 13(12):1180. https://doi.org/10.3390/educsci13121180
Chicago/Turabian StylePersico, Donatella, Flavio Manganello, Marcello Passarelli, and Francesca Pozzi. 2023. "Is GBL Good for Teachers? A Game for Teachers on How to Foster Students’ Self-Regulated Learning" Education Sciences 13, no. 12: 1180. https://doi.org/10.3390/educsci13121180
APA StylePersico, D., Manganello, F., Passarelli, M., & Pozzi, F. (2023). Is GBL Good for Teachers? A Game for Teachers on How to Foster Students’ Self-Regulated Learning. Education Sciences, 13(12), 1180. https://doi.org/10.3390/educsci13121180