Trends on Educational Gamification II: Game-Based Learning and Teacher Instruction

A special issue of Education Sciences (ISSN 2227-7102).

Deadline for manuscript submissions: closed (31 December 2023) | Viewed by 41398

Special Issue Editors


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Guest Editor
Department of Didactics, Faculty of Educational Sciences, University of Cadiz, 11510 Puerto Real, Spain
Interests: mathematics teaching and learning; gamification; education & educational research; education assessment and evaluation; blended learning; teacher education; problem-based-learning; game-based-learning; mathematics teachers; mathematics instruction
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Faculty of Business and Law, University of Roehampton, London SW15 5PH, UK
Interests: game-based-learning, gamification; education & educational research; problem-based-learning; education assessment and evaluation; mathematics education; leadership; management and change; simulation games and employability skills; data analytics; innovation and new technology

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Guest Editor
Department of Psychology (Developmental and Educational Psychology), Faculty of Educational Sciences, University of Cadiz, 11510 Puerto Real, Spain
Interests: mathematical cognition; alternative mathematical learning strategies; improvement of psycho-educational processes through gamification and educational robotics; assessment and intervention in learning disabilities

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Guest Editor
Department of Educational Studies, Centre for Language, Culture and Learning, Goldsmiths, University of London, London SE14 6NW, UK
Interests: community and minority languages education; inclusive language pedagogies; faith literacies; language, ethnicity, and diaspora; language ideologies; family language policy; international education; auto-ethnographic, biographical, and collaborative research methodologies

Special Issue Information

Dear Colleagues,

Over the last ten years, the way in which education and training is delivered has considerably changed, not only due to a new technologic environment—plenty of social networks, MOOCs, etc.—but also because of the appearance of new learning approaches. Such new approaches are shifting the center of gravity: from the teacher to the student, with the aim of awakening relational aspects, as well as promoting imagination and divergent thinking. One new approach that holds a considerable promise for helping to engage learners is Game-Based Learning (GBL). In this regard, this Special Issue will be the second volume of the series “Trends on Educational Gamification”, whose first volume can be consulted here.

Games are a natural activity: we all know how to play (games are learned through socialization and social interaction, and mediated—but not limited—by language). Perhaps, this is the key feature that explains the rise in the use of Game-Based-Learning (GBL) strategies: in a holistic approach, applying games to education converts education into a natural (universal) activity.

However, while a growing number of institutions are beginning to see the validity of GBL there remain many challenges to overcome before this type of learning can become widespread. Among these challenges, we find: (i) combining engaging game design with learning objectives and curriculum; (ii) evidencing learning outcomes; (iii) creating a gaming atmosphere that is adapted to all the learners’ ability; (iv) the specific knowledge required for a proper game design; (v) the cultural barriers with faculty and costs associated with developing a learning game.

In this Special Issue, we aim to collect empirical studies drawing on a range of disciplines, included but not limited to mathematics, education, computing, as well as a wealth of theoretical and methodological approaches. The topics of this Special Issue will relate to the use of Game-Based-Learning strategies at all academic levels:

  • Learning and instructional theory for game-based learning;
  • Assessment in game-based learning;
  • Social and collaborative aspects of game-based learning;
  • Case studies and best practices in the use of game-based learning;
  • Evidence of learning processes in game-based experiences;
  • The use of game-based learning for teacher instruction.

Dr. José Carlos Piñero Charlo
Dr. Souad Slyman
Dr. María Del Carmen Canto López
Dr. Vally Lytra
Guest Editors

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Keywords

  • game-based learning
  • assessment
  • collaborative learning
  • teacher instruction
  • learning outcomes
  • motivation

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Published Papers (2 papers)

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14 pages, 2315 KiB  
Article
Digital vs. Hybrid: Comparing Two Versions of a Board Game for Teacher Training
by Francesca Pozzi, Andrea Ceregini, Stanislav Ivanov, Marcello Passarelli, Donatella Persico and Erica Volta
Educ. Sci. 2024, 14(3), 318; https://doi.org/10.3390/educsci14030318 - 16 Mar 2024
Cited by 2 | Viewed by 1590
Abstract
This study compares two versions (one digital, one hybrid) of a serious board game for teacher training called the “4Ts game”. Teachers play the game in groups to learn about—and directly engage in—the joint design of collaborative learning activities for their students by [...] Read more.
This study compares two versions (one digital, one hybrid) of a serious board game for teacher training called the “4Ts game”. Teachers play the game in groups to learn about—and directly engage in—the joint design of collaborative learning activities for their students by choosing the Tasks to be proposed, the Timing of activities, the Technologies to be used, and the Team composition, in an iterative process of decision making. The game comes in three versions: fully tangible, digital, and hybrid. This paper focuses on the interaction design of the digital and hybrid versions. In both cases, teachers pick cards up from four decks, read the prompts provided in the cards, and place them on a board to design a learning activity together. Their decision-making process is scaffolded by the digital or hybrid game versions, which provide feedback and suggestions and guide teachers toward the creation of a coherent design. The user experience is quite different in the two formats. In the hybrid game, teachers physically manipulate tangible cards on a tabletop board, and the board status is replicated on a laptop application that displays automatic feedback and guidance. By contrast, the digital version is played using an Interactive Whiteboard with touch-screen capabilities, thereby allowing teachers to manipulate digital cards on a digital board. The game was used in the context of two training initiatives targeting in-service school teachers (N = 42). Data were collected on acceptance of the model upon which the game is built, acceptance of the game itself, overall user satisfaction, and knowledge gains. Results show that teachers generally liked both versions of the game, especially the opportunity provided for receiving guidance in the design process. Additionally, teachers’ knowledge about learning design and collaborative learning increased significantly between the pre- and post-test for both the digital and the hybrid game groups. However, few significant differences were found between the groups that used the digital and hybrid versions of the game: the digital version was perceived as being slightly easier to use (p < 0.001). Overall, the study suggests that both versions of the game have the potential for teacher training, while the user interface of the hybrid version should be further refined to fully harness the game’s potential. Full article
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Systematic Review
The Cultural Impact of Video Games: A Systematic Review of the Literature
by Mario Cerezo-Pizarro, Francisco-Ignacio Revuelta-Domínguez, Jorge Guerra-Antequera and Jairo Melo-Sánchez
Educ. Sci. 2023, 13(11), 1116; https://doi.org/10.3390/educsci13111116 - 7 Nov 2023
Cited by 5 | Viewed by 38971
Abstract
The growing relevance of video games in the social landscape requires an in-depth evaluation of the bidirectional influences of these adjacent contexts, among which the educational and cultural contexts stand out. This permeability allows the study of the cultural aspects surrounding the production [...] Read more.
The growing relevance of video games in the social landscape requires an in-depth evaluation of the bidirectional influences of these adjacent contexts, among which the educational and cultural contexts stand out. This permeability allows the study of the cultural aspects surrounding the production and use of video games as tools for cultural dissemination. Our research enunciates, recognises, analyses and evaluates the impact of these tools with the aim of being taken into consideration by the scientific community and the general population, who most frequently consume, use and socialise through video games around the world. Based on this, a systematic literature review (SLR) was carried out using the Prisma 2020 Protocol, using the WOS and SCOPUS databases as documentary sources, and the selection of research articles that explore the cultural aspects of video games according to pre-established criteria. The final sample (N = 45) was subjected to a study that posed 12 research questions around which this work is structured. As a result, it is evident that video games have a direct impact on the transmission of culture. Patterns and agents of cultural representation, transmission and communication were identified, allowing researchers to evaluate the impact of video games on culture and to approach this object of study from an academic perspective, helping to open up other lines of research related to the influence of video games on the assimilation of culture, the learning of relevant issues related to it or the transmission of specific cultural elements. Full article
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