Skip to main content
Erschienen in: TechTrends 5/2016

12.07.2016 | Original Paper

Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature

verfasst von: Tamara R. Meredith

Erschienen in: TechTrends | Ausgabe 5/2016

Einloggen, um Zugang zu erhalten

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Many game-based learning (GBL) researchers working in K-12 educational settings have supported the incorporation of gaming technologies into classroom practice, but little has been communicated about the effect of incorporating GBL into practicing K-12 educators’ professional development. This review is a critical appraisal of the quantity and scope of knowledge published on this topic to answer two questions: to what extent does research support incorporating GBL into K-12 staff development sessions to improve practicing teacher perceptions of the value of GBL; and, to what extent does research support incorporating GBL into K-12 staff development sessions as a method of increasing the adoption of GBL in the classroom? Current themes in GBL research with practicing teachers are presented. The author suggests that, while this is a valued line of study that many scholars insist be expanded, the directions in which it has proceeded thus far are very limited in scope.
Anhänge
Nur mit Berechtigung zugänglich
Literatur
Zurück zum Zitat Afari, E., Aldridge, J. M., Fraser, B. J., & Khine, M. S. (2013). Students’ perceptions of the learning environment and attitudes in game-based mathematics classrooms. Learning Environments Research, 16(1), 131–150.CrossRef Afari, E., Aldridge, J. M., Fraser, B. J., & Khine, M. S. (2013). Students’ perceptions of the learning environment and attitudes in game-based mathematics classrooms. Learning Environments Research, 16(1), 131–150.CrossRef
Zurück zum Zitat Awan, R. N. (2011). What happens to teachers ICT attitudes and classroom ICT use when teachers are made to play computer games. International Journal of Information and Technology Education, 1(4), 354–359.CrossRef Awan, R. N. (2011). What happens to teachers ICT attitudes and classroom ICT use when teachers are made to play computer games. International Journal of Information and Technology Education, 1(4), 354–359.CrossRef
Zurück zum Zitat Becker, K. (2007a). Digital game‐based learning once removed: teaching teachers. British Journal of Educational Technology, 38(3), 478–488.CrossRef Becker, K. (2007a). Digital game‐based learning once removed: teaching teachers. British Journal of Educational Technology, 38(3), 478–488.CrossRef
Zurück zum Zitat Becker, K. (2007b). Teaching teachers about serious games. World Conference on Educational Multimedia, Hypermedia and Telecommunications, 2007(1), 2389–2396. Becker, K. (2007b). Teaching teachers about serious games. World Conference on Educational Multimedia, Hypermedia and Telecommunications, 2007(1), 2389–2396.
Zurück zum Zitat Becker, K., & Jacobsen, D. M. (2005). Games for learning: are schools ready for what’s to come. Paper presented at the DiGRA 2005 Conference: Changing Views – Worlds in Play, Vancouver. Becker, K., & Jacobsen, D. M. (2005). Games for learning: are schools ready for what’s to come. Paper presented at the DiGRA 2005 Conference: Changing Views – Worlds in Play, Vancouver.
Zurück zum Zitat Bourgonjon, J., De Grove, F., De Smet, C., Van Looy, J., Soetaert, R., & Valcke, M. (2013). Acceptance of game-based learning by secondary school teachers. Computers & Education, 67, 21–35.CrossRef Bourgonjon, J., De Grove, F., De Smet, C., Van Looy, J., Soetaert, R., & Valcke, M. (2013). Acceptance of game-based learning by secondary school teachers. Computers & Education, 67, 21–35.CrossRef
Zurück zum Zitat Chen, N. S., & Hwang, G. J. (2014). Transforming the classrooms: innovative digital game-based learning designs and applications. Educational Technology Research and Development, 62(2), 125–128.CrossRef Chen, N. S., & Hwang, G. J. (2014). Transforming the classrooms: innovative digital game-based learning designs and applications. Educational Technology Research and Development, 62(2), 125–128.CrossRef
Zurück zum Zitat Gibson, D., Anderson, K., Anderson, C., Bush, L., Hall, J., Diehl, H., et al. (2013). simSchool simulations in teacher education and professional development. Society for Information Technology & Teacher Education International Conference, 2013(1), 2585–2588. Gibson, D., Anderson, K., Anderson, C., Bush, L., Hall, J., Diehl, H., et al. (2013). simSchool simulations in teacher education and professional development. Society for Information Technology & Teacher Education International Conference, 2013(1), 2585–2588.
Zurück zum Zitat Girard, C., Ecalle, J., & Magnan, A. (2013). Serious games as new educational tools: how effective are they? a meta‐analysis of recent studies. Journal of Computer Assisted Learning, 29(3), 207–219.CrossRef Girard, C., Ecalle, J., & Magnan, A. (2013). Serious games as new educational tools: how effective are they? a meta‐analysis of recent studies. Journal of Computer Assisted Learning, 29(3), 207–219.CrossRef
Zurück zum Zitat Groff, J., Howells, C., & Cranmer, S. (2012). Console game-based pedagogy: a study of primary and secondary classroom learning through console video games. International Journal of Game-Based Learning (IJGBL), 2(2), 35–54.CrossRef Groff, J., Howells, C., & Cranmer, S. (2012). Console game-based pedagogy: a study of primary and secondary classroom learning through console video games. International Journal of Game-Based Learning (IJGBL), 2(2), 35–54.CrossRef
Zurück zum Zitat Halverson, R. (2005). What can K-12 school leaders learn from video games and gaming. Innovate: Journal of Online Education, 1(6), 6. Halverson, R. (2005). What can K-12 school leaders learn from video games and gaming. Innovate: Journal of Online Education, 1(6), 6.
Zurück zum Zitat Hodges, C. B., & Prater, A. H. (2014). Technologies on the horizon: teachers respond to the horizon report. TechTrends, 58(3), 71–77.CrossRef Hodges, C. B., & Prater, A. H. (2014). Technologies on the horizon: teachers respond to the horizon report. TechTrends, 58(3), 71–77.CrossRef
Zurück zum Zitat Hsu, T. Y., Chiou, G. F., Nien, Y. C., Sun Lin, H. Z., Tsai, Y. H., & Ou, W. E. (2013). Inspire science teachers’ educational game design ideas through game-play and game-analysis. Society for Information Technology & Teacher Education International Conference, 2013(1), 2877–2883. Hsu, T. Y., Chiou, G. F., Nien, Y. C., Sun Lin, H. Z., Tsai, Y. H., & Ou, W. E. (2013). Inspire science teachers’ educational game design ideas through game-play and game-analysis. Society for Information Technology & Teacher Education International Conference, 2013(1), 2877–2883.
Zurück zum Zitat Johnson, L., Adams Becker, S., Estrada, V., & Freeman, A. (2014). NMC horizon report: 2014 K-12 (pp. 1–52). Johnson, L., Adams Becker, S., Estrada, V., & Freeman, A. (2014). NMC horizon report: 2014 K-12 (pp. 1–52).
Zurück zum Zitat Jong, M. S. (2015). Teachers’ concerns about adopting constructivist online game‐based learning in formal curriculum teaching: the VISOLE experience. British Journal of Educational Technology. doi:10.1111/bjet.12247. Jong, M. S. (2015). Teachers’ concerns about adopting constructivist online game‐based learning in formal curriculum teaching: the VISOLE experience. British Journal of Educational Technology. doi:10.​1111/​bjet.​12247.
Zurück zum Zitat Ketelhut, D. J., & Schifter, C. C. (2011). Teachers and game-based learning: improving understanding of how to increase efficacy of adoption. Computers & Education, 56(2), 539–546.CrossRef Ketelhut, D. J., & Schifter, C. C. (2011). Teachers and game-based learning: improving understanding of how to increase efficacy of adoption. Computers & Education, 56(2), 539–546.CrossRef
Zurück zum Zitat Levitt, R., & Piro, J. (2014). Game-changer: operationalizing the common core using WebQuests and ‘gamification' in teacher education. International Journal of Web-Based Learning and Teaching Technologies (IJWLTT), 9(3), 53–71.CrossRef Levitt, R., & Piro, J. (2014). Game-changer: operationalizing the common core using WebQuests and ‘gamification' in teacher education. International Journal of Web-Based Learning and Teaching Technologies (IJWLTT), 9(3), 53–71.CrossRef
Zurück zum Zitat Savard, A., Freiman, V., Theis, L., & Larose, F. (2013). Discussing virtual tools that simulate probabilities: what are the middle school teachers’ concerns? McGill Journal of Education/Revue des sciences de l’éducation de McGill, 48(2), 403–423. Savard, A., Freiman, V., Theis, L., & Larose, F. (2013). Discussing virtual tools that simulate probabilities: what are the middle school teachers’ concerns? McGill Journal of Education/Revue des sciences de l’éducation de McGill, 48(2), 403–423.
Zurück zum Zitat Schifter, C., Ketelhut, D. J., & Jass, D. (2007). Teacher acceptance of game-based learning in K-12: the case of River City. The proceedings of the 1st European conference on game-based learning 251–256). Schifter, C., Ketelhut, D. J., & Jass, D. (2007). Teacher acceptance of game-based learning in K-12: the case of River City. The proceedings of the 1st European conference on game-based learning 251–256).
Zurück zum Zitat Simpson, E., & Stansberry, S. (2009). Video games and teacher development: bridging the gap in the classroom. Games: purpose and potential in education 163–184) Simpson, E., & Stansberry, S. (2009). Video games and teacher development: bridging the gap in the classroom. Games: purpose and potential in education 163–184)
Zurück zum Zitat Vrasidas, C., & Solomou, M. (2013). Using educational design research methods to examine the affordances of online games for teacher learning. Educational Media International, 50(3), 192–205.CrossRef Vrasidas, C., & Solomou, M. (2013). Using educational design research methods to examine the affordances of online games for teacher learning. Educational Media International, 50(3), 192–205.CrossRef
Zurück zum Zitat Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., et al. (2012). Our princess is in another castle: a review of trends in serious gaming for education. Review of Educational Research, 82(1), 61–89.CrossRef Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., et al. (2012). Our princess is in another castle: a review of trends in serious gaming for education. Review of Educational Research, 82(1), 61–89.CrossRef
Metadaten
Titel
Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature
verfasst von
Tamara R. Meredith
Publikationsdatum
12.07.2016
Verlag
Springer US
Erschienen in
TechTrends / Ausgabe 5/2016
Print ISSN: 8756-3894
Elektronische ISSN: 1559-7075
DOI
https://doi.org/10.1007/s11528-016-0107-7

Weitere Artikel der Ausgabe 5/2016

TechTrends 5/2016 Zur Ausgabe

Column: Rethinking Technology & Creativity in the 21st Century

Navigating the Tensions Inherent in Understanding Creativity: An Interview with Mark Runco

Column: Professional Ethics

First Impressions

Premium Partner