| Literature DB >> 35800722 |
Juan-Ignacio Pozo1, Beatriz Cabellos1, Daniel L Sánchez1.
Abstract
Although video games are increasing their presence in teens/children's private entertainment and there is ample evidence to support their educational possibilities, they are seldom introduced in classrooms. One of the least studied factors relative to the insertion of video games in curricula is teachers' conceptions on their effectiveness to foster learning. In this study, we investigate how teachers conceive of the educational usage of video games, considering their reported value and which video game dimensions are reflected to be of importance, as well as personal traits linked to them (gender, educational level, area of knowledge, teaching experience, behavioral intention ...). We designed a Likert questionnaire with three main dimensions: pragmatic play, epistemic play, and learning outcomes (verbal information, skills, and attitudes). 595 Spanish teachers answered the questionnaire online. We applied ANOVA and multiple regression techniques, which revealed a broad acceptance of video games as educational media. The most relevant analyzed factors turned out to be the intention to use video games in classrooms, and the private use of video games. Teachers believe that video games promote more learning when played with an epistemic goal, mediated by scaffolding and especially under the teacher's guidance, compared to pragmatic play related to completion and success in the game. They also consider video games to mainly promote verbal information learning, procedural learning, and finally attitude learning, with the latter being less probable. We suggest the need to strengthen not only teacher training programs in the educational use of video games but also research on relationships between teachers' beliefs and practices in order to convert these favorable beliefs into actual real practices.Entities:
Keywords: Epistemic play; Learning outcomes; Pragmatic play; Teachers' conceptions; Video games
Year: 2022 PMID: 35800722 PMCID: PMC9253352 DOI: 10.1016/j.heliyon.2022.e09798
Source DB: PubMed Journal: Heliyon ISSN: 2405-8440
Questionnaire subdimensions.
| Subdimension | Item examples | ||
|---|---|---|---|
| Pragmatic learning | Physical involvement | By having to perform physical actions to play a VG, learning is improved (+). | |
| Emotional involvement | Getting accustomed to the character's point of view restrains learning (-). | ||
| Interactivity | Seeing immediate consequences when playing a VG improves learning (+). | ||
| Goal Motivation | Setting additional goals different from those stated in the VG restrains learning (-). | ||
| Epistemic learning | Personalization | Being able to solve problems at the player's pace improves learning (+). | |
| Challenge | By facing tasks in which the player frequently fails, learning is restrained (-). | ||
| Teacher supervision | When teachers provide additional knowledge concerning subjects present in the VG, learning is improved (+). | ||
| Prior knowledge | Having to apply any kind of prior knowledge when playing a VG restrains learning (-). | ||
| Metacognitive control | Planning, supervising, and consciously adjusting which actions are performed when playing a VG improves learning (+). | ||
| Learning outcomes | Verbal | Data learning | It is difficult to learn multiplication tables from a VG (-). |
| Conceptual learning | Practicing different contents in a VG helps to understand hard to grasp concepts (+). | ||
| Procedural | Attentional learning | The amount of information that VG show produces attentional issues in daily life (-). | |
| Transfer | VG favor applying their contents and concepts to analogous daily life situations (+). | ||
| Attitudinal | Integration and participation | Playing VG makes a person less sociable in everyday life (-). | |
| Attitudes of tolerance and respect | VG help to assimilate values of tolerance towards different groups and individuals (+). | ||
∗ As the items referred to the dimension in positive or negative form, the code (+) indicates positive examples and the code (-) negative ones.
Personal and professional participant information.
| Variables | N | Categories | N | Valid percentage |
|---|---|---|---|---|
| Gender | 587 | Men | 203 | 34.58 |
| Women | 384 | 65.42 | ||
| Age | 595 | 35 or less | 171 | 28.74 |
| 36 to 50 | 290 | 48.74 | ||
| Over 50 | 134 | 22.52 | ||
| Teaching experience | 594 | From 0 to 9 years | 192 | 32.32 |
| From 10 to 19 years | 170 | 28.62 | ||
| 20 years or more | 232 | 39.06 | ||
| Educational level | 514 | Preschool and Primary | 232 | 45.14 |
| Secondary and Vocational | 195 | 37.94 | ||
| Post-secondary | 87 | 16.93 | ||
| Primary school knowledge area | 165 | Mentors | 112 | 67.88 |
| Support | 14 | 8.48 | ||
| Specialized (Music, Phys. Ed. and English) | 39 | 23.64 | ||
| Secondary school knowledge area | 159 | STEM | 80 | 50.31 |
| Social Studies | 16 | 10.96 | ||
| Communication | 36 | 22.64 | ||
| Others | 27 | 16.98 | ||
| Frequency of VG recreational use | 595 | Never | 344 | 57.82 |
| Several days a month | 150 | 25.21 | ||
| Several days a week or higher | 101 | 16.97 | ||
| Frequency of VG use in the classroom | 594 | Never | 405 | 68.18 |
| In less than half of the school year's program | 154 | 25.93 | ||
| In half or more of the school year's program | 35 | 5.89 | ||
| Behavioral intention | 595 | No intention to use VG in classroom | 255 | 42.86 |
| Maybe will use VG in classroom | 241 | 40.50 | ||
| Definitely will use VG in classroom | 99 | 16.64 |
Figure 1Means of the pragmatic and epistemic dimension.
Figure 2Effect of the interaction in the frequency of VG recreational use and the mean differences between the epistemic and pragmatic dimensions.
Figure 3Means of the subdimensions in the pragmatic dimension.
Figure 4Means of the subdimensions in the epistemic dimension.
Figure 5Means of the different types of outcomes which according to the teachers may be obtained by VG usage.
Figure 6Means of the subdimensions for each type of outcomes.