scholarly journals Development of Teacher Digital Competence in the Area of E-Safety through Educational Video Games

2021 ◽  
Vol 13 (15) ◽  
pp. 8485
Author(s):  
Aldo Gordillo ◽  
Enrique Barra ◽  
Sonsoles López-Pernas ◽  
Juan Quemada

There is a clear need to promote motivating and effective training actions for the development of teachers’ digital competence, especially in the area of e-safety. Although educational video game-based learning has proven effective to improve motivation and learning outcomes, the existing evidence about its effectiveness for the development of teachers’ digital competence is very limited. This study examines the use of educational video games in an online course in MOOC format with the aim of developing teachers’ digital competence in the e-safety area. A total of 179 teachers from nonuniversity schools in the region of Castilla y León (Spain) participated in this study. A pre‑test and a post-test were used to measure the knowledge acquired by the participants, and a questionnaire was used to measure their perceptions. The obtained results suggest that game-based learning using educational video games is an effective and viable approach to train teachers in the e-safety area of digital competence.

2011 ◽  
Vol 1 (3) ◽  
pp. 63-73 ◽  
Author(s):  
Michael R. Findley

Educational video games allow for a level of intrinsic motivation and engagement that is not found in other forms of learning. This study determines if students found educational video game play to be a motivating experience and if a relationship existed between student learning styles and levels of motivation. High school psychology students played two short online educational video games and, upon completion of the activity, their intrinsic motivation levels were determined using an evaluation questionnaire. The data, as determined by the evaluation questionnaire, revealed that students found playing educational video games to be intrinsically motivating. Further examination revealed no statistically significant differences between the student learning styles and the motivation experienced during educational video game play.


Author(s):  
Michael R. Findley

Educational video games allow for a level of intrinsic motivation and engagement that is not found in other forms of learning. This study determines if students found educational video game play to be a motivating experience and if a relationship existed between student learning styles and levels of motivation. High school psychology students played two short online educational video games and, upon completion of the activity, their intrinsic motivation levels were determined using an evaluation questionnaire. The data, as determined by the evaluation questionnaire, revealed that students found playing educational video games to be intrinsically motivating. Further examination revealed no statistically significant differences between the student learning styles and the motivation experienced during educational video game play.


Author(s):  
Amer Ibrahim ◽  
Francisco L. Gutiérrez Vela ◽  
Natalia Padilla Zea ◽  
José Luis González Sánchez

Learning through play is currently an effective and attractive educational strategy. Recently, many educational video games have failed because methods of analysis have not been used to discuss playability level in a structured way. Ensuring a good player experience characterized by playability requires cooperation and collaboration between game designers and educators. To this end, the authors have proposed a new set of patterns to support educational video game design and analysis. These patterns aim to facilitate the development of educational video games, summarize the essential information and requirements needed to understand a particular problem and the proposed solution, and present the interrelationships between educational video game components and playability attributes.


2015 ◽  
Vol 11 (4) ◽  
pp. 62 ◽  
Author(s):  
Athanasios Drigas ◽  
Marios Pappas

The last decade, researchers and educators have shown particular interest for the use of educational video games in mathematics education, in an effort to provide educational character to entertainment. In this paper we represent some of the most representative studies which evaluate the effects of video games on mathematics achievement as well as the improvement of memory, attention and cognitive skills. As indicated by the studies, video games may constitute useful tools in mathematics education as they support children’s comprehension on fundamental concepts, but also motivate them to see positively the course of mathematics.


Author(s):  
Víctor Manuel QUIJANO-ABAN ◽  
Gimer Amilcar CERVERA-EVIA ◽  
José Guadalupe MOO-PECH ◽  
Bonesí QUIJANO-CRUZ

When we talk about video games we associate it with in entertainment, but its use also has extensive benefits in educational area: promote skills, help review curricular and allows you to keep track student progress. Mathematics 3.0, are two software prototypes: one for the teacher and another one for the student, with this it, then seeks to promote skills in the resolution of numerical fractions at primary school in a playful way. This paper shows the results obtained in this project using the Prototype methodology.


Author(s):  
Paul A Barclay ◽  
Clint Bowers

Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the Revised Game Engagement Model (R-GEM) to determine whether learning outcomes were associated specifically with Immersion itself, or with the various prerequisites to achieving immersion. A sample of 125 undergraduate university students which played an educational video game and were assessed on Immersion, subjective System Usability, Creative Imagination, and learning performance. Immersion and System Usability were shown to be associated with higher learning outcomes, but, after controlling for other factors, it seems that System Usability is only helpful inasmuch as it promotes Immersion. This article concludes that further study is needed to determine whether the same association can be found with different populations and with different types of learning.


2020 ◽  
Vol 1 (2) ◽  
pp. 1-24
Author(s):  
Andrew J. Lesser

Game-based learning, or the process of adapting an educational concept into a game-based structure, has been studied by researchers for nearly a century. Over the last several decades, new technologies have allowed digital media to create a multibillion-dollar entertainment industry commonly known as video games. Video games have become a tool for many educators who have the potential to engage students to learn musical concepts and skills. The purpose of this study was to determine the effectiveness of digital game-based learning in comparison to other teaching methods for music education and to explore the perspectives of young students regarding video games both in school and in their personal lives. Eighty-two (n = 82) fifth- and sixth-grade students in a northeastern U.S. elementary school completed a study consisting of a pretest/posttest control group design. Results showed that students who had access to educational video games combined with the assistance of an instructor achieved higher mean scores than students who had access to either video games without instruction or instruction without video games. These findings suggested that educational video games may potentially be used as an effective tool in the music classroom to teach musical concepts and skills.


2014 ◽  
Vol 3 (1) ◽  
pp. 182-190
Author(s):  
Daniel De Augustinis Silva

In this paper, we describe the language used in a particular educational video game, Quest Atlantis (QA). We begin by reviewing a number of works which deal with video games and come to the conclusion that, although many speak of aligning the player with a particular identity (cf. footing, Goffman, 1981) which is necessary to achieve particular tasks, none of these works deal specifically with the role language plays in the construction of these personae. Therefore, we describe the language used in a single task in QA, revealing the generic structure (Hasan, 1985) of these prompts. After that, we observe how language is used at the level of the sentence with the analysis of deictics (Ochs, 1992; Hanks, 1992). We conclude that more interactions within QA need to analyzed before we reach a more definite answer to our questions, but the language resources revealed here will certainly provide educators and game with a more tangible framework with which to position learners and players.


2017 ◽  
Vol 56 (8) ◽  
pp. 1361-1383 ◽  
Author(s):  
Vagner Beserra ◽  
Miguel Nussbaum ◽  
Macarena Oteo

When performing a task in the classroom, it is essential to place the focus on learning. In the classroom, it is possible to distinguish between time spent by students on-task and off-task. The former is the time in which the student is focused on the learning task; the latter is the remaining time in which they focus on other activities. Understanding the relationship between the two is a concern for teachers, especially for those who teach mathematics and other subjects that are often considered unattractive by students. Given the opportunity afforded by educational video games to motivate and engage math students, an educational drill-and-practice video game was used in this study to practice second-grade arithmetic and study the students' on-task and off-task behavior. We found that when practicing arithmetic using an educational drill-and-practice video game, time on-task decreases during an activity (30 minutes) as well as over the course of the school year (March to December). This study has implications for the length of mathematics classes at schools as well as the need to vary activities during a class.


Sign in / Sign up

Export Citation Format

Share Document