Teaching Pre-Service Teachers to Integrate Serious Games in the Primary Education Curriculum
DOI:
https://doi.org/10.17083/ijsg.v2i1.43Keywords:
Serious Games, Primary Education, Curriculum, ICT, teaching practicesAbstract
Curriculum integration is one of the main factors in the teachers’ decision-making process when deciding to use games in formal educational contexts. Based on this observation, we aim to introduce pre-service teachers to Game Based Learning (GBL) and Serious Games (SG) integration in the curriculum. The teaching experience aims to facilitate different approaches to GBL and SG integration in the curriculum, including three types of GBL activities. Firstly, the use of Serious Games (SG), designed for educational purposes from the start; secondly, the game creation as a learning activity through game authoring platforms; thirdly, the use of repurposed entertainment games, which, despite not having being intentionally designed for educational purposes, could be diverted for meeting the curriculum objectives of primary education. A group of 51 pre-service teachers participated in the teaching experience during which they selected a GBL activity among the three types of GBL and SG integration in the curriculum. Most of the teachers succeed to identify SG created for educational purposes, and we observed 6 entertainment games repurposed for educational objectives, none of the pre-service teachers decided to integrate a game creation activity in the curriculum. We analyze the results of the teaching pre-service experience and the opportunities to introduce GBL and SG in pre-service teachers’ education.References
Baek, Y.K., "What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games". CyberPsychology & Behavior, vol. 11, no. 6, pp. 665–671, 2008. http://dx.doi.org/10.1089/cpb.2008.0127
Barma, S., Power, M., Daniel, S., "Réalité augmentée et jeu mobile pour une éducation aux sciences et à la technologie". Actes du colloque scientifique Ludovia 2010 «Interactivité/interactions–Enjeux relationnels, 2010.
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., Berta, R., "Assessment in and of Serious Games: an overview". Advances in Human-Computer Interaction, 1, 2013. http://dx.doi.org/10.1155/2013/136864
Bennett, S., Maton, K., Kervin, L., "The ‘digital natives’ debate: A critical review of the evidence". British journal of educational technology, vol. 39, no. 5, pp. 775–786, 2008. http://dx.doi.org/10.1111/j.1467-8535.2007.00793.x
Bottino, R.M., Ott, M., Tavella, M., "Serious Gaming at School: Reflections on Students’ Performance, Engagement and Motivation". International Journal of Game-Based Learning, vol. 4, no. 1, pp. 21–36, 2014. http://dx.doi.org/10.4018/IJGBL.2014010102
Canadian Council on Learning, State of E-learning in Canada. Ottawa, Canada.
Can, G., Cagiltay, K., "Turkish Prospective Teachers’ Perceptions Regarding the Use of Computer Games with Educational Features". Journal of Educational Technology & Society, vol. 9, no. 1, 2006.
Cheng, Y.-M., Lou, S.-J., Kuo, S.-H., Shih, R.-C., "Investigating elementary school students’ technology acceptance by applying digital game-based learning to environmental education". Australasian Journal of Educational Technology, vol. 29, no. 1, 2013.
Computer Society Connection, "Hour of Code kicks off to introduce K-12 students to computer programming". IEEE Xplore, vol. 46, no. 11, p. 99, 2013.
Connolly, T.M., Stansfield, M., Hainey, T., "An alternate reality game for language learning: ARGuing for multilingual motivation". Computers & Education, vol. 57, no. 1, pp. 1389–1415, 2011. http://dx.doi.org/10.1016/j.compedu.2011.01.009
Curtis, S., "Teaching our children to code: a quiet revolution". The Telegraph, 2013. http://www.telegraph.co.uk/technology/news/10410036/Teaching-our-children-to-code-a-quiet-revolution.html.
deWinter, J., Griffin, D., McAllister, K.S., Moeller, R.M., Ruggill, J.E., "Computer games across the curriculum: A critical review of an emerging techno-pedagogy". Currents in Electronic Literacy, 2010.
Fargeot, B., Thibaud, M., L’utilisation d’un jeu serieux dans l’acquisition de l’automaticite des tables de multiplication en cycle 3. L’exemple de «Timez Attack». Université Claude Bernard Lyon 1, Institut Universitaire de Formation des Maitres de l’Académie de Lyon, Lyon, France, 2013.
Groundwater-Smith, S. White, V. Improving our primary schools: Evaluation & assessment through participation. Harcourt Brace, 1995.
Guillén-Nieto, V., Aleson-Carbonell, M., "Serious games and learning effectiveness: The case of 'It’sa Deal!'". Computers & Education, vol. 58, no. 1, pp. 435–448, 2012. http://dx.doi.org/10.1016/j.compedu.2011.07.015
[Hainey, T., Connolly, T., Boyle, E., et al., "A Systematic Literature Review to Identify Empirical Evidence on the use of Games-Based Learning in Primary Education for Knowledge Acquisition and Content Understanding". 8th European Conference on Games Based Learning: ECGBL2014, p. 167, 2014.
Kafai, Y.B., "Learning design by making games". Constructionism in practice: Designing, thinking and learning in a digital world, pp. 71–96, 1996.
Kangas, M., "Creative and playful learning: Learning through game co-creation and games in a playful learning environment". Thinking Skills and Creativity, vol. 5, no. 1, pp. 1–15, 2010. http://dx.doi.org/10.1016/j.tsc.2009.11.001
Kiili, K., Kiili, C., Ott, M., Jönkkäri, T., "Towards creative pedagogy: Empowering students to develop games". 6th European Conference on Games Based Learning, Academic Conferences Limited, p. 250, 2012.
McFarlane, A., Sparrowhawk, A., Heald, Y., and others., Report on the educational use of games. Teachers evaluating educational multimedia, 2002.
MEQ. Québec Education Program: New directions for success together. Ministère de l’Education du Québec, Québec, QC, 2001.
Mor, Y., Winters, N., Cerulli, M., Björk, S., "Literature review on the use of games in mathematical learning, Part I: Design. Report of the Learning Patterns for the Design and Deployment of Mathematical Games project", 2006.
Pachler, N., Cook, J., Bachmair, B., "Appropriation of mobile cultural resources for learning". International Journal of Mobile and Blended Learning, vol. 2, no. 1, pp. 1–21, 2010. http://dx.doi.org/10.4018/jmbl.2010010101
Prensky, M., "Digital natives, digital immigrants part 1". On the horizon, vol. 9, no. 5, pp. 1–6, 2001. http://dx.doi.org/10.1108/10748120110424816
Prensky, M., Fun, play and games: What makes games engaging. McGraw-Hill, California, 2001.
Proctor, M.D., Marks, Y., "A survey of exemplar teachers’ perceptions, use, and access of computer-based games and technology for classroom instruction". Computers & Education, vol. 62, pp. 171–180, 2013. http://dx.doi.org/10.1016/j.compedu.2012.10.022
Robertson, J., Good, J., "Children’s narrative development through computer game authoring". TechTrends, vol. 49, no. 5, pp, 43–59, 2005.
Rodrigues, M., Carvalho, P.S., "Teaching physics with Angry Birds: exploring the kinematics and dynamics of the game". Physics Education, vol. 48, no.4, p. 431, 2013. http://dx.doi.org/10.1088/0031-9120/48/4/431
Romero, M., Gebera, O.T., "Serious Games para el desarrollo de las competencias del siglo XXI". RED. Revista de Educación a Distancia, vol. 34, pp. 1–22, 2012.
Romero, M., Usart, M., Popescu, M., Boyle, E., "Interdisciplinary and international adaption and personalization of the metavals serious games". In Serious Games Development and Applications. Springer, pp. 59–73, 2012. http://dx.doi.org/10.1007/978-3-642-33687-4_5
Saint-Jacques, D., Chené, A., Lessard, C., Riopel, M.-C., "Les représentations que se font les enseignants du primaire de la dimension culturelle du curriculum". Revue des sciences de l’éducation, vol. 28, no. 1, pp. 39–62, 2002. http://dx.doi.org/10.7202/007148ar
Sancar Tokmak, H., Ozgelen, S., "The ECE Pre-service Teachers’ Perception on Factors Affecting the Integration of Educational Computer Games in Two Conditions: Selecting versus Redesigning". Educational Sciences: Theory & Practice, vol. 13, no. 2, pp. 1345-1356, 2013.
Sanchez, E., Ney, M., Labat, J.-M., "Jeux sérieux et pédagogie universitaire?: de la conception à l’évaluation des apprentissages". Revue Internationale des Technologies en Pédagogie Universitaire, vol. 8, Journées scientifiques “Pédagogie Universitaire Numérique”, pp. 48–57, 2011.
Sauvé, L., Kaufman, D., Jeux et Simulations éducatifs: Études de Cas et leçons Apprises. PUQ, 2010.
Shelton, B.E., Scoresby, J., "Aligning game activity with educational goals: Following a constrained design approach to instructional computer games". Educational Technology Research and Development, vol. 59, no. 1, pp. 113–138, 2011. http://dx.doi.org/10.1007/s11423-010-9175-0
Shin, N., Sutherland, L.M., Norris, C.A., Soloway, E., "Effects of game technology on elementary student learning in mathematics". British journal of educational technology, vol. 43, no. 4, pp. 540–560, 2012. http://dx.doi.org/10.1111/j.1467-8535.2011.01197.x
Tüzün, H., Y?lmaz-Soylu, M., Karaku?, T., ?nal, Y., K?z?lkaya, G., "The effects of computer games on primary school students’ achievement and motivation in geography learning". Computers & Education, vol. 52, no. 1, pp. 68–77, 2009. http://dx.doi.org/10.1016/j.compedu.2008.06.008
Wrzesien, M., Alcañiz Raya, M., "Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project". Computers & Education, vol. 55, no. 1, pp. 178–187, 2010. http://dx.doi.org/10.1016/j.compedu.2010.01.003
Barma, S., Power, M., Daniel, S., "Réalité augmentée et jeu mobile pour une éducation aux sciences et à la technologie". Actes du colloque scientifique Ludovia 2010 «Interactivité/interactions–Enjeux relationnels, 2010.
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., Berta, R., "Assessment in and of Serious Games: an overview". Advances in Human-Computer Interaction, 1, 2013. http://dx.doi.org/10.1155/2013/136864
Bennett, S., Maton, K., Kervin, L., "The ‘digital natives’ debate: A critical review of the evidence". British journal of educational technology, vol. 39, no. 5, pp. 775–786, 2008. http://dx.doi.org/10.1111/j.1467-8535.2007.00793.x
Bottino, R.M., Ott, M., Tavella, M., "Serious Gaming at School: Reflections on Students’ Performance, Engagement and Motivation". International Journal of Game-Based Learning, vol. 4, no. 1, pp. 21–36, 2014. http://dx.doi.org/10.4018/IJGBL.2014010102
Canadian Council on Learning, State of E-learning in Canada. Ottawa, Canada.
Can, G., Cagiltay, K., "Turkish Prospective Teachers’ Perceptions Regarding the Use of Computer Games with Educational Features". Journal of Educational Technology & Society, vol. 9, no. 1, 2006.
Cheng, Y.-M., Lou, S.-J., Kuo, S.-H., Shih, R.-C., "Investigating elementary school students’ technology acceptance by applying digital game-based learning to environmental education". Australasian Journal of Educational Technology, vol. 29, no. 1, 2013.
Computer Society Connection, "Hour of Code kicks off to introduce K-12 students to computer programming". IEEE Xplore, vol. 46, no. 11, p. 99, 2013.
Connolly, T.M., Stansfield, M., Hainey, T., "An alternate reality game for language learning: ARGuing for multilingual motivation". Computers & Education, vol. 57, no. 1, pp. 1389–1415, 2011. http://dx.doi.org/10.1016/j.compedu.2011.01.009
Curtis, S., "Teaching our children to code: a quiet revolution". The Telegraph, 2013. http://www.telegraph.co.uk/technology/news/10410036/Teaching-our-children-to-code-a-quiet-revolution.html.
deWinter, J., Griffin, D., McAllister, K.S., Moeller, R.M., Ruggill, J.E., "Computer games across the curriculum: A critical review of an emerging techno-pedagogy". Currents in Electronic Literacy, 2010.
Fargeot, B., Thibaud, M., L’utilisation d’un jeu serieux dans l’acquisition de l’automaticite des tables de multiplication en cycle 3. L’exemple de «Timez Attack». Université Claude Bernard Lyon 1, Institut Universitaire de Formation des Maitres de l’Académie de Lyon, Lyon, France, 2013.
Groundwater-Smith, S. White, V. Improving our primary schools: Evaluation & assessment through participation. Harcourt Brace, 1995.
Guillén-Nieto, V., Aleson-Carbonell, M., "Serious games and learning effectiveness: The case of 'It’sa Deal!'". Computers & Education, vol. 58, no. 1, pp. 435–448, 2012. http://dx.doi.org/10.1016/j.compedu.2011.07.015
[Hainey, T., Connolly, T., Boyle, E., et al., "A Systematic Literature Review to Identify Empirical Evidence on the use of Games-Based Learning in Primary Education for Knowledge Acquisition and Content Understanding". 8th European Conference on Games Based Learning: ECGBL2014, p. 167, 2014.
Kafai, Y.B., "Learning design by making games". Constructionism in practice: Designing, thinking and learning in a digital world, pp. 71–96, 1996.
Kangas, M., "Creative and playful learning: Learning through game co-creation and games in a playful learning environment". Thinking Skills and Creativity, vol. 5, no. 1, pp. 1–15, 2010. http://dx.doi.org/10.1016/j.tsc.2009.11.001
Kiili, K., Kiili, C., Ott, M., Jönkkäri, T., "Towards creative pedagogy: Empowering students to develop games". 6th European Conference on Games Based Learning, Academic Conferences Limited, p. 250, 2012.
McFarlane, A., Sparrowhawk, A., Heald, Y., and others., Report on the educational use of games. Teachers evaluating educational multimedia, 2002.
MEQ. Québec Education Program: New directions for success together. Ministère de l’Education du Québec, Québec, QC, 2001.
Mor, Y., Winters, N., Cerulli, M., Björk, S., "Literature review on the use of games in mathematical learning, Part I: Design. Report of the Learning Patterns for the Design and Deployment of Mathematical Games project", 2006.
Pachler, N., Cook, J., Bachmair, B., "Appropriation of mobile cultural resources for learning". International Journal of Mobile and Blended Learning, vol. 2, no. 1, pp. 1–21, 2010. http://dx.doi.org/10.4018/jmbl.2010010101
Prensky, M., "Digital natives, digital immigrants part 1". On the horizon, vol. 9, no. 5, pp. 1–6, 2001. http://dx.doi.org/10.1108/10748120110424816
Prensky, M., Fun, play and games: What makes games engaging. McGraw-Hill, California, 2001.
Proctor, M.D., Marks, Y., "A survey of exemplar teachers’ perceptions, use, and access of computer-based games and technology for classroom instruction". Computers & Education, vol. 62, pp. 171–180, 2013. http://dx.doi.org/10.1016/j.compedu.2012.10.022
Robertson, J., Good, J., "Children’s narrative development through computer game authoring". TechTrends, vol. 49, no. 5, pp, 43–59, 2005.
Rodrigues, M., Carvalho, P.S., "Teaching physics with Angry Birds: exploring the kinematics and dynamics of the game". Physics Education, vol. 48, no.4, p. 431, 2013. http://dx.doi.org/10.1088/0031-9120/48/4/431
Romero, M., Gebera, O.T., "Serious Games para el desarrollo de las competencias del siglo XXI". RED. Revista de Educación a Distancia, vol. 34, pp. 1–22, 2012.
Romero, M., Usart, M., Popescu, M., Boyle, E., "Interdisciplinary and international adaption and personalization of the metavals serious games". In Serious Games Development and Applications. Springer, pp. 59–73, 2012. http://dx.doi.org/10.1007/978-3-642-33687-4_5
Saint-Jacques, D., Chené, A., Lessard, C., Riopel, M.-C., "Les représentations que se font les enseignants du primaire de la dimension culturelle du curriculum". Revue des sciences de l’éducation, vol. 28, no. 1, pp. 39–62, 2002. http://dx.doi.org/10.7202/007148ar
Sancar Tokmak, H., Ozgelen, S., "The ECE Pre-service Teachers’ Perception on Factors Affecting the Integration of Educational Computer Games in Two Conditions: Selecting versus Redesigning". Educational Sciences: Theory & Practice, vol. 13, no. 2, pp. 1345-1356, 2013.
Sanchez, E., Ney, M., Labat, J.-M., "Jeux sérieux et pédagogie universitaire?: de la conception à l’évaluation des apprentissages". Revue Internationale des Technologies en Pédagogie Universitaire, vol. 8, Journées scientifiques “Pédagogie Universitaire Numérique”, pp. 48–57, 2011.
Sauvé, L., Kaufman, D., Jeux et Simulations éducatifs: Études de Cas et leçons Apprises. PUQ, 2010.
Shelton, B.E., Scoresby, J., "Aligning game activity with educational goals: Following a constrained design approach to instructional computer games". Educational Technology Research and Development, vol. 59, no. 1, pp. 113–138, 2011. http://dx.doi.org/10.1007/s11423-010-9175-0
Shin, N., Sutherland, L.M., Norris, C.A., Soloway, E., "Effects of game technology on elementary student learning in mathematics". British journal of educational technology, vol. 43, no. 4, pp. 540–560, 2012. http://dx.doi.org/10.1111/j.1467-8535.2011.01197.x
Tüzün, H., Y?lmaz-Soylu, M., Karaku?, T., ?nal, Y., K?z?lkaya, G., "The effects of computer games on primary school students’ achievement and motivation in geography learning". Computers & Education, vol. 52, no. 1, pp. 68–77, 2009. http://dx.doi.org/10.1016/j.compedu.2008.06.008
Wrzesien, M., Alcañiz Raya, M., "Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project". Computers & Education, vol. 55, no. 1, pp. 178–187, 2010. http://dx.doi.org/10.1016/j.compedu.2010.01.003
Downloads
Additional Files
Published
2015-02-11
Issue
Section
GaLA Conf 2014 special issue
License
IJSG copyright information is provided here.
How to Cite
Teaching Pre-Service Teachers to Integrate Serious Games in the Primary Education Curriculum. (2015). International Journal of Serious Games, 2(1). https://doi.org/10.17083/ijsg.v2i1.43