2023
DOI: 10.3390/educsci13090964
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I DiG STEM: A Teacher Professional Development on Equitable Digital Game-Based Learning

Anthony Muro Villa,
Quentin C. Sedlacek,
Holly Yvonne Pope

Abstract: Digital game-based learning (DGBL) has the potential to promote equity in K–12 STEM education. However, few teachers have expertise in DBGL, and few professional development models exist to support teachers in both acquiring this expertise and advancing equity. To support the development of such models, we conducted a professional development to explore teacher acquisition of technological, pedagogical, and content knowledge for games (TPACK-G) during a DGBL workshop series informed by culturally relevant peda… Show more

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Cited by 2 publications
(2 citation statements)
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“…This aims to maximize the 2959 content of religious moderation as material and content in the digital-based Simaksaja game. This finding correlates with research that states that the success of digital/educational game-based learning is being able to integrate tools, materials, and pedagogical content into a medium developed using the principles of technological pedagogical content knowledge (TPACK) [52], [53]. However, the Simaksaja game is more than just an integration of TPACK in general.…”
Section: Features Of Simaksaja Game With Tyranobuilder Softwaresupporting
confidence: 80%
“…This aims to maximize the 2959 content of religious moderation as material and content in the digital-based Simaksaja game. This finding correlates with research that states that the success of digital/educational game-based learning is being able to integrate tools, materials, and pedagogical content into a medium developed using the principles of technological pedagogical content knowledge (TPACK) [52], [53]. However, the Simaksaja game is more than just an integration of TPACK in general.…”
Section: Features Of Simaksaja Game With Tyranobuilder Softwaresupporting
confidence: 80%
“…To address this, it is imperative to examine this approach through the lens of a grounded learning theory, such as Constructivism, Cognitivism, and Behaviorism. Many researchers consider learning games as "a form of experience", where the goals of playing and learning are blended (Hussein et al, 2022;Powers & Moore, 2021) Besides, some research suggested that using games in instructional activities should include gameplay stage and games debriefing stage (Villa III et al, 2023), which means students start with playing games, then thinking, and communicating to generalize gameplay and build new knowledge. Considering those two points of view, this research adopts David Kolb's experiential learning theory as a guiding framework for integrating learning games into mathematics instruction.…”
Section: Learning Gamesmentioning
confidence: 99%