Games in Schools: Teachers’ Perceptions of Barriers to Game-based Learning William Watson, Sha Yang, & Dana Ruggiero Purdue University.

Slides:



Advertisements
Similar presentations
Designing Blended Learning Environments within Automotive Technology for Secondary Education Students By Daryl Pieta College of Internet Distance Education.
Advertisements

Second Information Technology in Education Study (SITES) A Project of the International Association for the Evaluation of Educational Achievement (IEA)
Robin L. Donaldson May 5, 2010 Prospectus Defense Florida State University College of Communication and Information.
Game-based learning in schools - A teacher survey PhD, Cand. Psych. Simon Egenfeldt-Nielsen Assistant Professor IT-University Copenhagen CEO Serious Games.
Increasing computer science popularity and gender diversity through the use of games and contextualized learning By Mikha Zeffertt Supervised by Mici Halse.
Hacettepe University, Faculty of Education Department of Computer Education and Instructional Technology Turkiye Integrating ICT into Classrooms: A Note.
1 A Comparison of Traditional, Videoconference-based, and Web-based Learning Environments A Dissertation Proposal by Ming Mu Kuo.
Game Use in Children’s Lives and in the Classroom Created by: Linae Graupmann.
Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context Tüzün, H. (2007). Blending video games.
Investigating Relationships among Elements of Interaction, Presence, and Student Learning in a Graduate Online Course Lydia Kyei-Blankson, Department of.
Classroom Climate and Students’ Goal Structures in High-School Biology Classrooms in Kenya Winnie Mucherah Ball State University Muncie, Indiana, USA June,
373A Session  Review Quiz – Content Editor Internet Searching  - “” and or “Google advanced search”  Teacher Web Sites in TaskStream Online.
information and communication technology by South African
Teacher-Student Relationships: A Study of Teachers’ Perceptions of Their Roles and Responsibilities and Their Relational Management Practices Elizabeth.
The Effectiveness of Videoconferencing in the Elementary Classroom Christina Millson and Amanda Mounce.
Gaming in the Classroom: “Beast” or “Horribad” ? (Sklathill, Flickr) Krista Wiles Technology in the Classroom Spring 2013.
ICT TEACHERS` COMPETENCIES FOR THE KNOWLEDGE SOCIETY
The Impact of On-line Teaching Practices On Young EFL Learners' Instruction Dr. Trisevgeni Liontou RHODES MAY
Cell Phones in the Classroom: Teachers’ Perspectives SITE, 2012 Austin, TX Dr. Kevin M. Thomas.
What do ESL Teachers Need for Their Professional Development?: The Voice From Ontario Kangxian Zhao, University of Toronto Hong Wang, Mount Saint Vincent.
How does the identification of students with special needs, legislation, and instructional differentiation relate to my practice and higher education students.
Both descriptive and correlational. First, the researcher reviewed the online courses according to the Quality Matters scoring rubric to provide a score.
Margaret J. Cox King’s College London
Teaching Science Writing in a Research University: Students’ Experiences vs. Faculty Expectations P. Hirsch 1, B. Yalvac 2, J. Cline 1, K. Carmichael 1,
Learning and Teaching Technology Integration Dr. Brush Research Group
Technology Use in Elementary Schools Sally Winstead LSIS 5614 OL1 March 06, 2012.
Teaching Today’s Generation. Definitions Digital Native, n. : A technology user under the age of 30, who was born into the digital world. Digital Immigrant,
Impact of Video Games on Student Attitudes and Achievement in Mathematics: A Review of Literature Blake Whitley 28 November 2011 EMS 792x.
* Research suggests that technology used in classrooms can be especially advantageous to at-risk, EL, and special ed students. (Means, Blando, Olson,
Presenter: Han, Yi-Ti Adviser: Chen, Ming-Puu Date: March 09, 2009 Tuzun, H., Yilmaz Soylu, M., Karakus, T.,Inal, Y. & Kizilkaya, K.(2009). The effects.
April Anderson-Vizcaya California State University Long Beach May 2012.
THE RELATIONSHIP BETWEEN PRE-SERVICE TEACHERS’ PERCEPTIONS TOWARD ACTIVE LEARNING IN STATISTIC 2 COURSE AND THEIR ACADEMIC ACHIEVEMENT Vanny Septia Efendi.
Debbie French EDCI 5870 November 13,  NITARP has never been evaluated.  Other research experiences for teachers (RETs) in astronomy as well as.
Title Computer Technology Awareness by Primary School Teachers: A Case Study from India Dr Kirti Gulati Mrs Sudarshan Dang.
CHILDREN’S PERCEPTIONS OF LEARNING WITH EDUCATIONAL GAMES USING IPOD TOUCHES Yasemin Allsop ICT Coordinator, Wilbury Primary School (UK)
Educators’ Attitudes about the Accessibility and Integration of Technology into the Secondary Curriculum Dr. Christal C. Pritchett Auburn University
Integrating Technology & Media Into Instruction: The ASSURE Model
Video Game Strategies: Better predictors of GPA than homework strategies? Karla Hamlen
The Effects of Authentic Audience on ESL Writers: A Task-Based, Computer-Mediated Approach By Julian Chen & Kimberly Brown.
Middle School Students’ Technology Practices and Preferences: Re-Examining Gender Differences Miller, L. D., Schweingruber, H., & Brandenburg, C. L. (2001).
Kimberly Hoyt Walden University EDUC 8841 July 1, 2011.
Using ICT at English classes
Assessing the prevalence of Game-Based Learning in Vocational Training in Ireland Mr. Brendan Kelleher, Dr. Patrick Felicia Waterford Institute of Technology.
Dept of Science and Technology Education, Faculty of Education
Jillian L. Wendt University of the District of Columbia Deanna Nisbet Regent University E-LEARN 2015 CONFERENCE OCTOBER 19-22, 2015 TEACHER IMMEDIACY:
1.  Introduction  Literature Review  Research Design and Data Collection Methods  Data Analysis Activities &Cognitive Test  Discussion of Results.
 The Business Education Department of Pasco High School needs a 3D curriculum that guide/support a diverse group of students to meet the demanding skills.
Michael Putman & Stefanie Onieal, Ball State University.
Method Survey conducted at the academic year and developed with the support of the Telefónica Foundation (Spain). Sample of 356 educational centres,
Evaluating the Need for Electronic Learning in Classrooms Tarleton State University Social Work Program Abstract: In this study, the researchers sought.
Challenges and Opportunities in the First Year of a 1:1 iPad Initiative in a High Poverty, Highly Diverse Urban High School Gayle Y. Thieman, Ed.D. Portland.
Evaluating Teachers’ Perceptions of Technology use in the K-8 classroom.
Evaluation Results MRI’s Evaluation Activities: Surveys Teacher Beliefs and Practices (pre/post) Annual Participant Questionnaire Data Collection.
IN WHAT WAYS DO PRESERVICE TEACHERS UTILIZED AN WEB-BASED LEARNING SUPPORT SYSTEM? Fethi Ahmet Inan The University of Memphis Soner Yildirim.
Computer and Video Games In Education Survey Results Sam Thelemann, Kacie Vierhuf, Catie Liechtnam, Katie Bosak, Emily Perry From the information we collected.
Jeroen Bourgonjon, Martin Valcke, Ronald Soetaert, Tammy Schellens Students’ perceptions about the use of video games in the classroom Computers & Education.
Action Research Proposal: Improving Confidence in the Workplace Rebecca Jackson EDU 671: Fundamentals of Educational Research Dr. Miller January 21, 2016.
Introduction Body image refers to how people perceive their own body appearances Learning your body image may affect your self-esteem and general behavior.
Action Research for Helping Increase Teacher Participation Rates in Technology-Based Professional Learning Brief Paper Presented at SITE 2013 by Dr. Julia.
EXAMPLES ABSTRACT RESEARCH QUESTIONS DISCUSSION FUTURE DIRECTIONS Very little is known about how and to what extent emotions are conveyed through avatar.
Pedagogy supplants technology to bridge the digital divide. Mat Schencks Lisette Toetenel Institute of Educational Technology and Technology Enhanced Learning,
Digitalization in the classroom: challenges for teachers and students
A systematic literature review of empirical evidence on computer games and serious games Wakana Ishimaru Leo Liang.
DEPARTMENT OF HUMAN AND SOCIAL CIENCES APPLIED LINGUISTICS IN ENGLISH CAREER    “THE INFLUENCE OF TEACHER’S ATTITUDES AND BELIEFS INTO TECHNOLOGY-RELATED.
Article Critiquing ‘Teachers’ Thoughts On the Integration of Computer Games in the ESL Classroom in Nigeria’ XU TENG.
Online Adjunct Higher Education Teachers’ Perceptions of Using
Attitudes Towards Science and Science Teaching – Understanding How Coursework and Practicum Affect Preservice Elementary Teachers Dr. Victoria Rosin.
Designing Professional Development for Elementary School Teachers
Examining ESL Students’ Motivation, Readiness and Stress in Learning English through Blended Learning Ayomi Weerakoon Department of Languages Australian.
Sha Yang, Brian T. Berndt, Dr. William Watson
Presentation transcript:

Games in Schools: Teachers’ Perceptions of Barriers to Game-based Learning William Watson, Sha Yang, & Dana Ruggiero Purdue University

Research Questions What are teachers’ perceptions of existing barriers to the use of games for learning in schools and what factors impact these perceptions? How are teachers currently using games in schools despite these barriers?

Teacher perceptions of GBL A number of studies have suggested that the majority of teachers, especially pre-service teachers, adopt a positive attitude towards the use of video games in education. Most teachers think that games can motivate students to learn, and recognize that playing games can support the development of a variety of skills (Can & Cagiltay, 2006; Koh, Kin, Wadhwa & Lim, 2011; Sandford, Ulicsak, Facer, & Rudd, 2006; Wastiau, Kearney and den Berghe, 2009).

Teacher perceptions of GBL barriers Current educational framework (Baek, 2008; Egenfeldt-Nielsen, 2004; Koh, Kin, Wadhwa & Lim, 2011; Rice 2009; Squire, 2005; Wastiau, Kearney & den Berghe, 2009). Inflexible curriculum and limited budgets (Baek, 2008) Lack of adequate hardware resources (Koh et al., 2011; Rice 2009). Technical issues in terms of installing, running and saving games (Sanford et al., 2006) Weak alignment to curriculum and state standards (Kirriemuir & Ceangal, 2004; Koh et al., 2011; Rice, 2009; Simpson & Stansberry, 2009; Wastiau et al., 2009).

Teacher perceptions of GBL barriers Inaccurate or inappropriate game content, lack of supporting materials, negative effects of gaming, high cost, licensing and technical issues, limited affordances and lack of supporting materials (Baek, 2008; Wastiau, Kearney & den Berghe,2009). Students’ lack of readiness (Baek, 2008) and their diverse gaming experiences and habits (Egenfeldt-Nielsen, 2004; Sandford et al., 2006). Lack of research on how to use games for instruction (Simpson & Stansberry, 2009; Wastiau et al., 2009).

Methods 15 teachers who have used games in their classroom brainstormed a list of barriers and then were interviewed using semi-structured questions related to their use of games and difficulties they perceived. Transcriptions of interviews and lists of barriers were independently coded before consensus on 32 barriers were reached. Barriers were then independently categorized into factors before consensus was reached on 6 categorized factors.

Survey Survey created – demographic and game use questions in addition to 5 point Likert scale on identified barriers to implementing games for learning in school. 114 Indiana teachers were contacted who had previously identified themselves as having utilized games for learning in school. 57 responded.

Results -Descriptive Statistics Gender Teaching level Subjects participants teach

Years of teaching experience Years of teaching with games as a central part of class learning activities Frequency of using games as a central part of learning in a typical semester

Roles of games in instruction Ways of using games for instruction Types of games used for instruction

Results Top barriers Current educational system Lack of support & resources Less serious barrier Challenges with using technology Least serious barriers Attitude/perspective towards games for learning Challenge of implementing games effectively Unsuitability of available games

Means of Factors FactorsNMeanSD Current Educational System Lack of support & Resources Challenges with using technology Attitude/Perspecti ve towards games for learning Challenge of Implementing Games Effectively Unsuitability of Available Games Most serious barriers—least serious barriers

Results Age and Years of teaching experience do not significantly affect how teachers perceive the 6 barriers. Teaching level, Gender, and whether teachers use games as a central component of the learning environment or not significantly affect teacher perceptions of some barriers.

Teaching Level Middle school teachers, more than primary school and senior high school teachers, believed that adopting games in teaching was hindered by negative attitude/perspective towards games for learning.

Gender Female teachers, more than male teachers, considered lack of support and resources as a barrier to using games for learning.

Teachers who used games as a central component of the learning environment vs. those who did not Teachers who did not use games as a central component of the learning environment, more than those who did, believed that adopting games for instruction was inhibited by current educational system, unsuitability of available games, attitude/perspective towards games for learning, and challenge of implementing games effectively.

Discussion We were somewhat surprised after interviews that more barriers were not more strongly perceived by teachers; this is perhaps impacted by the audience: teachers who have used games in the classroom before. Reform of current educational system is needed to support learning-centered instructional practices, such as game-based learning. More support and resources should be provided for teachers to use games. Teachers are largely comfortable with the quality of available games for learning. Despite perceived barriers, many teachers find a way to make things work.

Limitations The sample size is small. Population does not include teachers who have never used games, so any teachers dissuaded from using games because of barriers would not be included. There are possible dependent variables within some factors, which reduces the power of the statistical analysis. We did not examine how teaching subjects affect teacher perceptions of barriers of adopting games for instruction.

References Baek, Y. K. (2008). What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games. CyberPsychology and Behavior, 6, Bekebrede, G., Warmelink, H. J. G., & Mayer, I. S. (2011). Reviewing the need for gaming in education to accommodate the net generation. Computers & Education, 57, Bourgonjon, J., Valcke, M., Soetaert R., & Schellens, T. (2010). Students’ perceptions about the use of video games in the classroom. Computers & Education, 54, Can, G., & Cagiltay, K. (2006). Turkish prospective teachers' perceptions regarding the use of computer games with educational features. Educational Technology & Society, 9(1), Eck, R. V. (2006). Digital game-based learning: it’s not just the digital natives who are restless… EDUCAUSE Review, 41(2), Federation of American Scientists. (2006). Harnessing the power of video games for learning [Electronic Version]. Retrieved from Felicia, P. (2009, May). Digital games in schools: a handbook for teachers. Retrieved from Fletcher, J. D., & Tobias, S. (2006). Using computer games and simulations for instruction: A research review. Paper presented at the Society for Applied Learning Technology Meeting, Orlando, FL. Kirriernuir, J. & McFarlane, A. (2004). Report 8: Literature review in games and learning. Futurelab Series. Koh, E., Kin. Y. G., Wadhwa, B., & Lim, J. (2011). Teacher perceptions of games in Singapore schools. Simulation & Gaming, 42(4), Madden, A., Ford, N., Miller, D. & Levy, P. (2003). Using the internet in teaching: the views of practitioners. British Journal of Educational Technology, 36, 2, 255–280

Pastore, R. S., & Falvo. D. A. (2010). Video games in the classroom: pre- and in-service teachers’ perceptions of games in the K-12 classroom. International Journal of Instructional Technology and Distance Learning, 7(12), Razak, A. A., Connolly, T.M., & Hainey, T. (2012). Teachers’ views on the approach of digital games-based learning within the Curriculum for Excellence. Internationally Journal of Game-Based Learning, 2(1), Rice, J. W. (2009). New media resistance: barriers to implementation of computer video games in the classroom. Learning and Teaching with Electronic Games (pp ). Published by AACE, Chesapeake, VA. Sandford, R., Ulicsak, M., Facer, K., & Rudd, T. (2006). Teaching with games: using commercial off-the- shelf computer games in formal education. Futurelab. Schrader, P. G., Zheng, D., & Young, M. (2006). Teacher perceptions of video games: MMOGs and the future of preservice teacher education. Innovate Online Journal. Selfe, C. L., and G. E. Hawisher Literate lives in the information age: Narratives on literacy from the United States. Mahwah, NJ: Erlbaum. Shih, J.-L., Shih, B.-J., Shih, C.-C., Su, H.-Y., & Chuang, C.-W. (2010). The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: a comparative case study. Computers & Education, 55, Simpson, E. & Stansberry, S. (2009). Video games and teacher development: bridging the gap in the classroom. In Miller, C. T. (Eds.), Games: Purpose and Potential in Education (pp ). New York, NY: Springer. Smeets, E. &Mooij, T. (2001). Pupil-centred learning, ICT, and teacher behaviour: observations in educational practice. British Journal of Educational Technology, 32, 4, 403–417. Squire, K Changing the game: What happens when video games enter the classroom? Innovate 1 (6). Tüzün, H. (2007). Blending video games with learning: issues and challenges with classroom implementations in the Turkish context. British Journal of Educational Technology, 38 (3), Wastiau, P., Kearney, C. & den Berghe, W., V. (2009, May). How are digital games used in schools? Retrieved from

Thank you!