Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning
Abstract
:1. Introduction
2. Background
3. Objectives and Method
3.1. Objectives
3.2. Context and Sampling
3.3. Procedure
3.4. Instruments
3.5. Method
4. Results and Discussion
5. Conclusions and Implications
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Computer Usage Frequency (Daily) | Game Play Frequency (Weekly) | ||||
---|---|---|---|---|---|
Males (n = 27) | Females (n = 127) | Males (n = 27) | Females (n = 127) | ||
Never | 0% | 0% | Never | 7.4% | 43.3% |
<1 h. | 18.4% | 4.7% | <1 h. | 28.2% | 37.1% |
1–2 h. | 24.9% | 19.8% | 1–3 h. | 41.3% | 14.8% |
2–3 h. | 25.2% | 27.5% | 3–5 h. | 14.6% | 3.1% |
3–4 h. | 17.3% | 22.8% | 5 h. + | 8.5% | 1.6% |
4 h. + | 14.2% | 25.2% |
Main Reasons to Use | Personal Computer | Smartphone Tablet | |
---|---|---|---|
1 | Web searching (general information retrieval) | 82.5% | 91.7% |
2 | Academic purposes | 86.4% | 74.6% |
3 | Communication (instant messaging, video calls, e-mail, etc.) | 68.9% | 99.3% |
4 | Entertainment (excluding games) such as watching movies or series | 74.7% | 81.3% |
5 | Social networking | 52.7% | 79.5% |
6 | Online shopping | 51.4% | 67.2% |
7 | Game playing | 14.6% | 31.6% |
Game Console or Device Based on Gameplay Time * | Game Genres Based on Gender * | ||||
---|---|---|---|---|---|
Frequent Gamers (3+ week) | Occasional Gamers (<1 h week) | Action and adventure | Males (n = 25) 25.2% | Females (n = 72) 22.6% | |
Smartphone/tablet | 19.3% | 24.8% | Fighting (shooter) | 39.5% | 18.2% |
Computer | 23.1% | 13.7% | Sports and racing | 36.3% | 14.5% |
PlayStation | 37.3% | 22.6% | Simulation | 18.6% | 26.4% |
XBOX | 21.8% | 11.5% | Strategy | 27.8% | 23.2% |
Nintendo | 25.4% | 18.2% | Role playing | 16.1% | 27.4% |
Puzzle/card | 12.7% | 31.3% |
Subject | Game | Platform | Blog Post Reflection |
---|---|---|---|
32 (F) | Funland | Wii, PC/MAC, Smartphone | Funland is an application developed by Cambridge. It is set in a fair where each attraction is an opportunity to learn playing, and has four mini games. It is designed for children aged 7–12 who already have a basic knowledge of English. The idea is very good and interesting because children can read in English and use the vocabulary they already know in a sentence. |
67 (F) | Land of Fantasy | App (Android, iOS) | Land of fantasy is oriented to learn the basic vocabulary and phonetics of the language, in this case English. It has two levels. When you choose the level, you find different games such as searching for objects, finding the image, making equal pairs, putting the missing letter, memorizing objects, arranging the letters, placing everything in its place, and choosing the correct words. Within each activity there are different levels. |
137 (F) | Miitopia | Nintendo | We chose Miitopia because it is an RPG that allows for children to create their own characters (warrior, mage, thief, chef, etc.) and team, so it can boosts students’ imagination and creativity. In addition, it promotes friendship because children are immersed in an adventure with characters that they created and the battles are not violent. However, they need to have a basic English level to play it. The problem is the cost and platform compatibility. |
N = 154 Cronbach’s Alpha: 0.922 | Pre | Post | |||
---|---|---|---|---|---|
M | SD | M | SD | ||
EXP1 | I like video games in general | 2.71 | 1.261 | 2.84 | 1.081 |
EXP2 | I like playing video games | 2.62 | 1.324 | 2.76 | 1.054 |
EXP3 | I often play video games | 2.37 | 1.482 | 2.41 | 1.118 |
EXP4 | Compared to people of my age, I play a lot of video games | 2.14 | 1.582 | 2.36 | 1.385 |
EXP5 | I would describe myself as a gamer | 2.18 | 1.709 | 2.36 | 1.636 |
EXP6 | I play different types of video games | 2.42 | 1.499 | 2.60 | 1.306 |
U1 | Video games in the classroom would improve my performance | 2.55 | 1.438 | 2.92 | 0.946 |
U2 | Using video games in the classroom would increase my learning productivity | 2.66 | 1.330 | 3.01 | 0.918 |
U3 | Using video games in the classroom would enhance my effectiveness | 2.75 | 1.315 | 3.00 | 0.936 |
U4 | Using video games in the classroom would help me to achieve better grades | 2.58 | 1.422 | 2.86 | 0.946 |
EOU1 | I would know how to handle video games in the classroom | 2.75 | 1.276 | 2.83 | 0.995 |
EOU2 | It would be easy to for me to use video games in the classroom | 2.72 | 1.245 | 2.94 | 0.975 |
EOU3 | My interaction with video games in the classroom would be clear and understandable | 2.86 | 1.223 | 2.94 | 1.046 |
LO1 | Video games offer opportunities to experiment with knowledge | 3.11 | 1.202 | 3.31 | 1.202 |
LO2 | Video games offer opportunities to take control over the learning process | 2.97 | 1.123 | 3.13 | 0.853 |
LO3 | Video games offer opportunities to experience things you learn about | 3.23 | 1.136 | 3.34 | 1.212 |
LO4 | Video games offer opportunities to stimulate transfer between various subjects | 3.20 | 1.134 | 3.36 | 1.171 |
LO5 | Video games offer opportunities to interact with other students | 3.34 | 1.184 | 3.47 | 1.206 |
LO6 | Video games offer opportunities to think critically | 3.01 | 1.085 | 3.23 | 0.891 |
LO7 | Video games offer opportunities to motivate students | 3.42 | 1.302 | 3.61 | 1.457 |
PVG1 | If I had the choice, I would choose to follow courses in which video games are used | 2.94 | 1.197 | 3.13 | 1.136 |
PVG2 | If I had to vote, I would vote in favor of using video games in the classroom | 2.93 | 1.194 | 3.22 | 1.127 |
PVG3 | I am enthusiastic about using video games in the class | 2.55 | 1.242 | 2.86 | 1.004 |
Item | Wilcoxon Test Z | p-Value | Item | Wilcoxon Test Z | p-Value |
---|---|---|---|---|---|
EXP1 | −0.891 | 0.373 | LO1 | −1.378 | 0.168 |
EXP2 | −0.973 | 0.331 | LO2 | −1.205 | 0.228 |
EXP3 | −0.311 | 0.756 | LO3 | −0.814 | 0.416 |
EXP4 | −1.384 | 0.166 | LO4 | −1.266 | 0.205 |
EXP5 | −0.895 | 0.371 | LO5 | −0.972 | 0.331 |
EXP6 | −0.960 | 0.337 | LO6 | −1.822 | 0.068 |
U1 | −2.543 | 0.011 | LO7 | −1.193 | 0.233 |
U2 | −2.465 | 0.014 | PVG1 | −1.504 | 0.132 |
U3 | −1.899 | 0.058 | PVG2 | −2.234 | 0.026 |
U4 | −2.007 | 0.045 | PVG3 | −2.445 | 0.014 |
EOU1 | −0.737 | 0.461 | |||
EOU2 | −1.653 | 0.098 | |||
EOU3 | −0.566 | 0.571 |
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Belda-Medina, J.; Calvo-Ferrer, J.R. Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning. Educ. Sci. 2022, 12, 182. https://doi.org/10.3390/educsci12030182
Belda-Medina J, Calvo-Ferrer JR. Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning. Education Sciences. 2022; 12(3):182. https://doi.org/10.3390/educsci12030182
Chicago/Turabian StyleBelda-Medina, Jose, and José Ramón Calvo-Ferrer. 2022. "Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning" Education Sciences 12, no. 3: 182. https://doi.org/10.3390/educsci12030182
APA StyleBelda-Medina, J., & Calvo-Ferrer, J. R. (2022). Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning. Education Sciences, 12(3), 182. https://doi.org/10.3390/educsci12030182