2017
DOI: 10.1111/bjet.12582
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Using the PCaRD digital game‐based learning model of instruction in the middle school mathematics classroom: A case study

Abstract: Currently there are few pedagogical models available for mathematics teachers who are interested in digital game-based learning. The Play Curricular-activity Reflection and Discussion (PCaRD) model attempts to address this, but lacks the needed exploratory research on its implementation within formal mathematics classrooms. Through the use of semi-structured interviews, this study examined three middle school teachers' initial experience using PCaRD, the influence of this experience on their digital gamebased … Show more

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Cited by 24 publications
(16 citation statements)
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“…These statements are strongly linked to the learner-centered education model and the active learning proposed by GBL. In the part of model construction, this study refers to the input-process output model ( Garris et al, 2002 ), the Play Curricular activity Reflection and Discussion (PCaRD) GBL pedagogical model ( Denham, 2019 ), and the ARCS model ( Keller, 1987 ).…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…These statements are strongly linked to the learner-centered education model and the active learning proposed by GBL. In the part of model construction, this study refers to the input-process output model ( Garris et al, 2002 ), the Play Curricular activity Reflection and Discussion (PCaRD) GBL pedagogical model ( Denham, 2019 ), and the ARCS model ( Keller, 1987 ).…”
Section: Related Workmentioning
confidence: 99%
“…The virtual environment of smart classrooms, based on cloud platforms, cloud servers, cloud computing, cloud storage, etc., is normally equipped with corresponding cloud diagnostic analysis systems to build a virtual learning space. From the perspective of learning, the virtual environment of smart classrooms should provide the functions of learning context-aware, connecting learner’s community, accessing learning resources, and personalizing learning pace ( Denham, 2019 ). When environmental or user parameters are changing, classrooms with context awareness are able to determine the reactions based on certain rules or AI algorithms ( Fang and Strobel, 2011 ; Allsop and Jessel, 2015 ).…”
Section: Related Workmentioning
confidence: 99%
“…Only a handful of studies have explored the specific ways in which teachers might approach teaching with digital games, including requisite competencies (Nousiainen et al, 2018), various roles adopted by the classroom teacher in facilitating DGBL (Marklund & Taylor, 2015), and best practices for supporting DGBL in classroom spaces (Hanghoj, 2008). A few attempts have also been made to articulate a pedagogical framework for DGBL (Denham, 2019;Foster, 2012;Shah & Foster, 2015), including our own digital game-based pedagogies framework (Hébert & Jenson, 2019), which represented some of the successful approaches to DGBL we witnessed through classroom observations and conversations with teachers.…”
Section: Digital Game-based Learning and Pedagogiesmentioning
confidence: 99%
“…Digital tools and web applications are causing the creation of new virtual spaces for learning and teaching (Brilingaite, Bukauskas, & Juskeviciene, 2018). In particular, digital games have been incorporated into various courses of English (Hung et al, 2018), special education (Vasalou et al, 2017) and mathematics (Denham, 2019). In English courses, digital games favor the active role of students during the performance of school activities (Hung et al, 2018).…”
Section: Digital Games In the Field Of Educationmentioning
confidence: 99%