2021
DOI: 10.4018/ijgbl.2021010102
|View full text |Cite
|
Sign up to set email alerts
|

Teacher Perception of the Adoption and Implementation of DGBL in Their Classroom Teaching

Abstract: This is a case study of innovative teaching that examined how 28 elementary school teachers in Israel perceived their implementation of digital game-based learning (DGBL) in their classrooms. The study involved teachers in Israel, who implement DGBL into their classroom teaching. Qualitative analysis of semistructured in-depth interviews with the participants identified two dimensions in the teachers' narratives: the style of DGBL adoption (traditional/innovative), and the extent of DGBL implementation (high/m… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

0
3
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
8

Relationship

0
8

Authors

Journals

citations
Cited by 9 publications
(3 citation statements)
references
References 30 publications
0
3
0
Order By: Relevance
“…Furthermore, as many other authors have found [10,18,22,36], all students in this study express that they enjoy playing the game because 'it is a game' on the computer. These findings are also relevant for teachers' use of DGBL in the classroom, especially for educational games that can be integrated into practice [39].…”
Section: Discussionmentioning
confidence: 90%
“…Furthermore, as many other authors have found [10,18,22,36], all students in this study express that they enjoy playing the game because 'it is a game' on the computer. These findings are also relevant for teachers' use of DGBL in the classroom, especially for educational games that can be integrated into practice [39].…”
Section: Discussionmentioning
confidence: 90%
“…In addition to concerns about infrastructure and other technological issues, teachers must locate and test suitable games and determine if they can be easily adapted to their purposes. In class, they have to show the learners how to play the game, be ready to answer any queries students have as they play the game, and subsequently verify if and how the game's activities are linked to the current learning content and objectives (Avidov-Ungar & Hayak, 2021;Feliciea & Egenfeldt-Nielsen, 2011;Hayak & Avidov-Ungar, 2020).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Prior to the pandemic, there was also recognition that integrating digital games into teaching requires much of teachers. Beyond the technological and infrastructural aspects, teachers must identify suitable games, test and potentially adapt them, explain the game and its educational purpose, assist students during the game, and finally organize a debriefing session to establish links between the learning objectives and the game (Avidov-Ungar & Hayak, 2021;Feliciea & Egenfeldt-Nielsen, 2011;Hayak & Avidov-Ungar, 2020). Consequently, researchers have identified a need to integrate digital games into pre-service teacher education so they can be modeled to enable preservice teachers to employ them subsequently in their own classrooms (Feliciea & Egenfeldt-Nielsen, 2011).…”
Section: Theoretical Frameworkmentioning
confidence: 99%