Digital vs. Hybrid: Comparing Two Versions of a Board Game for Teacher Training
Abstract
:1. Introduction
2. Background
3. Materials and Methods
3.1. Serious Games for Training Teachers
3.1.1. The 4Ts Model
3.1.2. The 4Ts Game
- a paper game (full tangible format)
- a digital game (full digital format)
- a hybrid game (integration of the tangible + digital versions).
3.2. Context and Methods
4. Results
4.1. Self-Reported Data
“I like the game because it provides the teachers a guide to design the contents and the method for collaborative lectures.”(GOA#r3)
“I think it’s very easy and useful. It helps in the design, which is often complicated. Thank you!”(GOA#r4)
“It is useful to organise an activity because it ‘forces’ you to think about a correct way to plan activities, tools and interactions.”(GOA#r17)
“Enriched my knowledge about using new methods for designing lessons, that will be very useful in my pedagogical career.”(SOF#r9)
“I think it is very funny and useful at the same time.”(GOA#r2)
“I am completely satisfied.”(SOF#r3)
“The game is very engaging and it is clear to use.”(GOA#12)
“I think it is very funny and useful at the same time.”(GOA#r2)
“I am completely satisfied.”(SOF#r3)
“The game is very engaging and it is clear to use.”(GOA#12)
“It is not a game, but a tool, and as such, it’s good.”(GOA#r9)
4.2. Pre-Test Post-Test Data
5. Discussion
6. Limitations of the Study
- The sample was limited in number and participants were recruited following a convenience approach; this of course should be mitigated with other enlarged studies;
- The introductory lecture given to introduce participants to the notion of collaborative learning and to the 4Ts model did not cover the design choices the game is supposed to foster; nonetheless, we cannot exclude some of the participants’ knowledge gains derived—at least to some extent—from this lecture and this suggests the necessity to repeat the experiment, possibly with a control group, who is only exposed to the lecture without game usage;
- Due to the one-spot nature of the training events, it was only possible to evaluate the participants’ knowledge gain and not the improvement of skills (if any). This is also something we should try to improve with future experiments;
- The stage of development of the digital and the hybrid format was not equally leveled; during the experiments, the setting of the hybrid version revealed a couple of bugs that might have affected the perceived ease of use of this format; again, in this case, this should be mitigated with additional experiments.
7. Conclusions
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Survey Item | Digital Game Group | Hybrid Game Group | t | df | p-Value | |
---|---|---|---|---|---|---|
Acceptance of the Model | The 4Ts are easy to understand | 4.25 ± 0.45 | 4.07 ± 0.87 | 0.83 | 35.93 | 0.414 |
The 4Ts are useful to design effective collaborative activities | 4.42 ± 0.51 | 4.19 ± 0.92 | 1.00 | 34.78 | 0.324 | |
The 4Ts are useful to systematically design collaborative activities | 4.75 ± 0.45 | 4.15 ± 0.99 | 2.61 | 36.91 | 0.013 ** | |
The 4Ts are useful to design sharable collaborative activities | 4.50 ± 0.52 | 4.19 ± 0.92 | 1.35 | 34.53 | 0.185 | |
The techniques are easy to understand | 4.17 ± 0.83 | 4.04 ± 1.09 | 0.41 | 27.37 | 0.688 | |
The Techniques are useful to de-sign effective collaborative activi-ties | 4.58 ± 0.51 | 4.26 ± 0.71 | 1.60 | 28.83 | 0.120 | |
Acceptance of the Game (Hybrid and Digital) | Understanding how to play the game was easy | 4.08 ± 0.67 | 3.81 ± 1.06 | 0.97 | 32.22 | 0.338 |
Interacting with the game was easy | 4.08 ± 0.90 | 3.69 ± 1.12 | 1.15 | 26.47 | 0.261 | |
Using the game is useful to design effective collaborative activities | 4.25 ± 0.75 | 4.28 ± 0.89 | 0.11 | 25.45 | 0.916 | |
Using the game is useful to sys-tematically design collaborative activities | 4.42 ± 0.79 | 4.12 ± 1.01 | 0.97 | 27.31 | 0.340 | |
Using the game is useful to design sharable collaborative activities | 4.11 ± 0.78 | 4.08 ± 1.18 | 0.08 | 21.87 | 0.938 | |
The indications contained on the cards regarding possible links with other cards are easy to understand | 3.56 ± 1.01 | 3.64 ± 1.19 | 0.20 | 16.49 | 0.840 | |
The indications contained on the cards regarding possible links with other cards are useful to produce coherent designs of collaborative learning activities | 3.89 ± 0.93 | 4.04 ± 1.08 | 0.40 | 16.74 | 0.693 | |
The tips contained on the cards regarding inclusion are easy to understand | 3.80 ± 0.45 | 4.00 ± 0.63 | 0.61 | 8.83 | 0.556 | |
The tips contained on the cards regarding inclusion are useful to trigger reflection on inclusion fea-tures/potential of the designs | 3.80 ± 0.45 | 4.00 ± 0.63 | 0.61 | 8.83 | 0.556 | |
The layout of the board and the cards is easy to understand | 4.42 ± 0.51 | 4.12 ± 0.99 | 1.23 | 35.35 | 0.227 | |
The game interface is easy to un-derstand | 4.83 ± 0.39 | 3.96 ± 1.02 | 3.75 | 33.96 | <0.001 *** | |
The feedback provided by the game was easy to understand | 4.42 ± 0.67 | 3.96 ± 1.19 | 1.51 | 34.72 | 0.139 | |
The feedback provided by the game was useful to produce coherent designs of collaborative activities | 4.20 ± 0.92 | 3.89 ± 1.15 | 0.85 | 20.21 | 0.405 | |
Satisfaction | Playing the game is engaging | 4.50 ± 0.80 | 4.07 ± 1.11 | 1.36 | 28.92 | 0.185 |
Playing the game motivates me to use the 4Ts | 4.17 ± 0.83 | 4.07 ± 1.07 | 0.29 | 26.90 | 0.773 | |
I am satisfied with the support provided by the game to design collaborative activities | 4.08 ± 0.90 | 4.11 ± 1.01 | 0.09 | 23.68 | 0.933 |
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Pozzi, F.; Ceregini, A.; Ivanov, S.; Passarelli, M.; Persico, D.; Volta, E. Digital vs. Hybrid: Comparing Two Versions of a Board Game for Teacher Training. Educ. Sci. 2024, 14, 318. https://doi.org/10.3390/educsci14030318
Pozzi F, Ceregini A, Ivanov S, Passarelli M, Persico D, Volta E. Digital vs. Hybrid: Comparing Two Versions of a Board Game for Teacher Training. Education Sciences. 2024; 14(3):318. https://doi.org/10.3390/educsci14030318
Chicago/Turabian StylePozzi, Francesca, Andrea Ceregini, Stanislav Ivanov, Marcello Passarelli, Donatella Persico, and Erica Volta. 2024. "Digital vs. Hybrid: Comparing Two Versions of a Board Game for Teacher Training" Education Sciences 14, no. 3: 318. https://doi.org/10.3390/educsci14030318
APA StylePozzi, F., Ceregini, A., Ivanov, S., Passarelli, M., Persico, D., & Volta, E. (2024). Digital vs. Hybrid: Comparing Two Versions of a Board Game for Teacher Training. Education Sciences, 14(3), 318. https://doi.org/10.3390/educsci14030318