Pre-Service Teachers’ Attitudes toward Integrating Digital Games in Learning as Cognitive Tools for Developing Higher-Order Thinking and Lifelong Learning
Abstract
:1. Literature Review
1.1. Digital Games in Education
1.2. Teacher Education and Digital Games
2. Research Questions
- A.
- Technological–Pedagogical Knowledge and Attitudes Towards Digital Games
- A.1.
- What are the connections between the perceived TPACK regarding digital games, opinions about using digital games, cognitive higher-order thinking, and lifelong learning skills of pre-service teachers?
- A.2.
- What are the differences between pre-service teachers who have learned about digital games and pre-service teachers who have not regarding technical–pedagogical knowledge, beliefs about thought development, and life skills in the context of integrating digital games into the classroom?
- B.
- Knowledge and Experience Teaching with Digital Games
- B.1.
- What are the differences between pre-service teachers who have taught using digital games and those who have not regarding technical–pedagogical knowledge, beliefs about thought development, and life skills in the context of integrating digital games into the classroom?
- B.2.
- What are the differences between those who have learned about incorporating games into their teaching and those who have taught using games regarding their attitudes about whether digital games develop higher or lower thinking skills? What are their attitudes regarding games as tools for developing cognitive higher-order thinking skills?
3. Methodology
3.1. Sampling
3.2. Research Tools
- (1)
- Demographic questions—six items were asked about the demographic background of the participants: age, gender, sector association, college, and specialization.
- (2)
- Teacher knowledge level—Seven items estimated personal knowledge levels based on the TPACK model of the pre-service teachers themselves [39,40]; i.e., “I know how to choose online games that contribute to my students’ learning”; “I know how to teach integrated online games lessons in my field of teaching.”. Previous studies found the TPACK questionnaire valid for measuring teachers’ self-perceived technological competence in teaching and their knowledge in incorporating technology tools [41] Studies showed high content validity for measuring the knowledge tested [42], and high face and content validity [43].
- (3)
- Attitudes—Eleven items asked about the attitudes of the pre-service teachers to use digital games for teaching and learning, e.g., “The use of digital games improves my teaching.” This questionnaire was developed specifically for the current research and its content and face validity was checked prior to the research by academic experts.
- (4)
- High-order thinking strategies—Thirteen items represented the importance of digital games in developing a variety of higher-order thinking strategies, including comparison, asking questions, representing knowledge, argumentation, and more. This questionnaire was developed specifically for the current research and its content and face validity was checked prior to the research by academic experts.
- (5)
- Cognitive level—Six items aimed at measuring attitudes toward digital games’ ability to develop higher and lower thinking levels according to Anderson and Krathwohl [44] taxonomy. Three items measured attitudes towards the ability of digital games to develop lower thinking levels, e.g., “remember” and three items measured attitudes towards the ability of digital games to develop high thinking levels, e.g., “create”. The questionnaire was developed for the current research.
- (6)
4. Results
4.1. Differences between the Pre-Service Teachers Who Had and Had Not Learned about Teaching with Digital Games
4.2. Differences between the Pre-Service Teachers Who Had and Had Not Taught Their Subject Using Digital Games
4.3. The Combined Influence of Learning about the Integration of Games and the Teaching of the Subject through Games
5. Summary and Discussion
5.1. Attitudes and Experience Regarding Digital Games
5.2. Techno-Pedagogical Knowledge
5.3. Lifelong Learning
5.4. Lower- and Higher-Order Thinking
6. Research Limitations
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Dependent Variables | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|
Attitudes (1) | 0.67 | |||||||
Knowledge (2) | 0.33 *** | 0.90 | ||||||
Thought Processes (3) | 0.41 *** | 0.47 *** | 0.81 | |||||
Ways of Working (4) | 0.37 *** | 0.40 *** | 0.71 *** | 0.70 | ||||
Life Skills (5) | 0.38 *** | 0.36 *** | 0.78 *** | 0.66 *** | 0.64 | |||
Tools (6) | 0.22 *** | 0.43 *** | 0.59 *** | 0.42 *** | 0.43 *** | 0.76 | ||
Lower-order Thought (7) | 0.36 *** | 0.32 *** | 0.59 *** | 0.53 *** | 0.53 *** | 0.43 *** | 0.74 | |
Higher-order Thought (8) | 0.35 *** | 0.34 *** | 0.62 *** | 0.49 *** | 0.62 *** | 0.39 *** | 0.65 *** | 0.84 |
Research Variables | Taught | Did Not Learn | Learned | Total | Main Effect-Learned F(1,104) (Eta2) | Main Effect-Taught F(1,104) (Eta2) | Interaction Effect F(1,104) (Eta2) |
---|---|---|---|---|---|---|---|
Attitudes | Did Not Teach | 3.19 (0.48) | 3.67 (0.38) | 3.53 (0.46) | 7.65 ** (0.07) | 14.98 *** (0.13) | 5.41 * (0.05) |
Did Teach | 3.77 (0.44) | 3.81 (0.45) | 3.80 (0.45) | ||||
Total | 3.53 (0.54) | 3.76 (0.43) | 3.69 (0.47) | ||||
Techno-pedagogical Knowledge | Did Not Teach | 2.88 (0.71) | 3.41 (0.86) | 3.25 (0.85) | 3.99 * (0.04) | 37.50 *** (0.27) | 2.04 (0.02) |
Did Teach | 4.04 (0.54) | 4.13 (0.65) | 4.10 (0.63) | ||||
Total | 3.55 (0.84) | 3.84 (0.82) | 3.76 (0.83) | ||||
Thought Processes | Did Not Teach | 4.08 (0.49) | 3.95 (0.73) | 3.99 (0.67) | 0.52 (0.05) | 9.42 ** (0.08) | 3.22 ^ (0.03) |
Did Teach | 4.23 (0.48) | 4.54 (0.47) | 4.45 (0.49) | ||||
Total | 4.17 (0.48) | 4.30 (0.66) | 4.26 (0.61) | ||||
Ways of Working | Did Not Teach | 3.75 (0.76) | 3.65 (0.87) | 3.67 (0.84) | 0.37 (0.01) | 13.69 *** (0.12) | 1.58 (0.02) |
Did Teach | 4.11 (0.54) | 4.39 (0.59) | 4.31 (0.59) | ||||
Total | 3.96 (0.65) | 4.09 (0.80) | 4.05 (0.76) | ||||
Lifelong Learning Skills | Did Not Teach | 3.88 (0.58) | 3.76 (0.83) | 3.80 (0.76) | 0.67 (0.01) | 6.35 * (0.06) | 2.61 (0.03) |
Did Teach | 4.03 (0.78) | 4.41 (0.69) | 4.30 (0.73) | ||||
Total | 3.97 (0.69) | 4.15 (0.81) | 4.10 (0.78) | ||||
Tools | Did Not Teach | 4.27 (0.70) | 4.37 (0.86) | 4.34 (0.53) | 1.93 (0.02) | 1.74 (0.02) | 0.45 (0.01) |
Did Teach | 4.36 (0.48) | 4.66 (0.54) | 4.57 (0.53) | ||||
Total | 4.32 (0.57) | 4.54 (0.69) | 4.48 (0.66) | ||||
Lower-order Thinking | Did Not Teach | 4.10 (0.57) | 4.02 (0.64) | 4.04 (0.61) | 2.17 (0.02) | 5.45 * (0.05) | 4.48 * (0.04) |
Did Teach | 4.13 (0.53) | 4.58 (0.56) | 4.45 (0.59) | ||||
Total | 4.12 (0.53) | 4.36 (0.65) | 4.29 (0.63) | ||||
Higher-order Thinking | Did Not Teach | 4.03 (0.74) | 3.80 (0.80) | 3.86 (0.78) | 1.81 (0.02) | 1.82 (0.02) | 7.75 ** (0.07) |
Did Teach | 3.80 (0.88) | 4.46 (0.63) | 4.27 (0.76) | ||||
Total | 3.89 (0.82) | 4.19 (0.77) | 4.10 (0.79) |
Category | Words Used to Describe a Lesson that Integrated Games | Frequency of the Answers (64) | Percent |
---|---|---|---|
Classroom climate factors | Fun/experience/enjoyment | 13 | 20.3 |
Dynamism/enthusiasm/liveliness | 11 | 17.2 | |
Motivation/willingness | 10 | 15.6 | |
Participation/active learning | 8 | 12.5 | |
Collaboration/group work | 8 | 12.5 | |
Curiosity/interest/light in their eyes | 6 | 9.40 | |
Cognitivefactors | Challenge/creativity | 3 | 4.67 |
Understanding demonstration/focus | 3 | 4.67 | |
Independent learning | 2 | 3.12 |
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Eyal, L.; Rabin, E.; Meirovitz, T. Pre-Service Teachers’ Attitudes toward Integrating Digital Games in Learning as Cognitive Tools for Developing Higher-Order Thinking and Lifelong Learning. Educ. Sci. 2023, 13, 1165. https://doi.org/10.3390/educsci13121165
Eyal L, Rabin E, Meirovitz T. Pre-Service Teachers’ Attitudes toward Integrating Digital Games in Learning as Cognitive Tools for Developing Higher-Order Thinking and Lifelong Learning. Education Sciences. 2023; 13(12):1165. https://doi.org/10.3390/educsci13121165
Chicago/Turabian StyleEyal, Liat, Eyal Rabin, and Tamar Meirovitz. 2023. "Pre-Service Teachers’ Attitudes toward Integrating Digital Games in Learning as Cognitive Tools for Developing Higher-Order Thinking and Lifelong Learning" Education Sciences 13, no. 12: 1165. https://doi.org/10.3390/educsci13121165
APA StyleEyal, L., Rabin, E., & Meirovitz, T. (2023). Pre-Service Teachers’ Attitudes toward Integrating Digital Games in Learning as Cognitive Tools for Developing Higher-Order Thinking and Lifelong Learning. Education Sciences, 13(12), 1165. https://doi.org/10.3390/educsci13121165