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Game-based Learning Across the DisciplinesA Naturalistic Inquiry Into Digital Game-Based Learning in Stem Classes From the Instructors’ Perspective

Game-based Learning Across the Disciplines: A Naturalistic Inquiry Into Digital Game-Based... [Researchers have recognized the lack of systematic investigation on the integration of digital games into the classroom. In this study, a semi-structured interview is used to gain insights from four instructors into their teaching practices of integrating the Variant game into STEM classes. Thematic analysis is used to generate codes, define themes, and produce the reports in this study. The findings of the study indicate that the successful integration of digital games into the classroom expects instructors to be aware that educational digital games are designed for learning purposes and to modify teaching methods as needed before the implementation. In addition, instructors should facilitate a game-based learning process during the implementation and evaluate the implementation process for future improvement. The authors suggest that instructors’ deep understanding of the relationship between content, teaching, and the game is a critical factor that contributes to effective game-based learning.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Game-based Learning Across the DisciplinesA Naturalistic Inquiry Into Digital Game-Based Learning in Stem Classes From the Instructors’ Perspective

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References (40)

Publisher
Springer International Publishing
Copyright
© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
ISBN
978-3-030-75141-8
Pages
229 –244
DOI
10.1007/978-3-030-75142-5_10
Publisher site
See Chapter on Publisher Site

Abstract

[Researchers have recognized the lack of systematic investigation on the integration of digital games into the classroom. In this study, a semi-structured interview is used to gain insights from four instructors into their teaching practices of integrating the Variant game into STEM classes. Thematic analysis is used to generate codes, define themes, and produce the reports in this study. The findings of the study indicate that the successful integration of digital games into the classroom expects instructors to be aware that educational digital games are designed for learning purposes and to modify teaching methods as needed before the implementation. In addition, instructors should facilitate a game-based learning process during the implementation and evaluate the implementation process for future improvement. The authors suggest that instructors’ deep understanding of the relationship between content, teaching, and the game is a critical factor that contributes to effective game-based learning.]

Published: Aug 3, 2021

Keywords: Digital games; Game-based learning; Technology integration; Thematic analysis

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