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An examination of teachers’ views on video games and learning: Establishing the Games and Literacy Education (GALE) scale
Computers & Education ( IF 8.9 ) Pub Date : 2024-09-07 , DOI: 10.1016/j.compedu.2024.105155 Sam von Gillern , Amanda Olsen , Brady Nash , Carolyn Stufft
Computers & Education ( IF 8.9 ) Pub Date : 2024-09-07 , DOI: 10.1016/j.compedu.2024.105155 Sam von Gillern , Amanda Olsen , Brady Nash , Carolyn Stufft
Teachers' views impact if and how technologies are integrated into classroom practice, and research demonstrates that digital game-based learning can support student learning across content areas. Yet, quantitative examinations of teachers' views on digital game-based learning in literacy education are limited. This study establishes the Gaming and Literacy Education (GALE) Scale as a reliable and valid measure for examining literacy teachers' perspectives on digital games and learning. The GALE Scale is a 21-item five-factor model created by conducting an exploratory factor analysis with survey data from 516 literacy teachers in the central United States followed by a confirmatory factor analysis with data from another 516 teachers. While participants generally agreed that digital games can support student learning, they reported limited integration of games in their classrooms, and only 12.2% agreed they learned about game-based learning in their teacher preparation program. Given the efficacy of digital game-based learning across disciplines demonstrated in meta-analytic research, literacy teacher education and professional development on effective uses of games in literacy learning are warranted. Further, scholars can utilize the GALE Scale to examine teachers’ views on digital games and literacy learning across time and contexts.
中文翻译:
教师对电子游戏和学习的看法研究:建立游戏和识字教育 (GALE) 量表
教师的观点会影响技术是否以及如何集成到课堂实践中,研究表明,基于数字游戏的学习可以支持学生跨内容领域的学习。然而,对教师对扫盲教育中基于数字游戏的学习的看法的定量研究是有限的。本研究将游戏和识字教育 (GALE) 量表确立为检查识字教师对数字游戏和学习的看法的可靠且有效的衡量标准。GALE 量表是一个包含 21 个项目的五因素模型,通过对来自美国中部 516 名识字教师的调查数据进行探索性因素分析,然后使用来自另外 516 名教师的数据进行验证性因素分析而创建的。虽然参与者普遍同意数字游戏可以支持学生学习,但他们报告说课堂上的游戏整合有限,只有 12.2% 的人同意他们在教师准备计划中了解了基于游戏的学习。鉴于元分析研究中证明的跨学科基于数字游戏的学习的有效性,有必要对在识字学习中有效使用游戏进行识字教师教育和专业发展。此外,学者可以利用 GALE 量表来研究教师在不同时间和背景下对数字游戏和识字学习的看法。
更新日期:2024-09-07
中文翻译:
教师对电子游戏和学习的看法研究:建立游戏和识字教育 (GALE) 量表
教师的观点会影响技术是否以及如何集成到课堂实践中,研究表明,基于数字游戏的学习可以支持学生跨内容领域的学习。然而,对教师对扫盲教育中基于数字游戏的学习的看法的定量研究是有限的。本研究将游戏和识字教育 (GALE) 量表确立为检查识字教师对数字游戏和学习的看法的可靠且有效的衡量标准。GALE 量表是一个包含 21 个项目的五因素模型,通过对来自美国中部 516 名识字教师的调查数据进行探索性因素分析,然后使用来自另外 516 名教师的数据进行验证性因素分析而创建的。虽然参与者普遍同意数字游戏可以支持学生学习,但他们报告说课堂上的游戏整合有限,只有 12.2% 的人同意他们在教师准备计划中了解了基于游戏的学习。鉴于元分析研究中证明的跨学科基于数字游戏的学习的有效性,有必要对在识字学习中有效使用游戏进行识字教师教育和专业发展。此外,学者可以利用 GALE 量表来研究教师在不同时间和背景下对数字游戏和识字学习的看法。