KnE Social Sciences
ISSN: 2518-668X
The latest conference proceedings on humanities, arts and social sciences.
Primary Student and Teacher Game Based Learning Engagement: The Problem and the Challenge
Published date: Aug 15 2023
Journal Title: KnE Social Sciences
Issue title: International Conference on Art, Design, Education and Cultural Studies (ICADECS)
Pages: 174–181
Authors:
Abstract:
Teacher and student engagement are critical factors that have a significant impact on the learning process. The use of educational games has been shown to make learning more interactive and fun, while also promoting a sense of motivation and engagement among students. This paper aims to investigate the factors that influence student and teacher involvement in game-based learning and how to minimize the potential problem during the classroom intervention. In this preliminary study, we employ a literature review method to find the correlation between teacher and student perspectives in games, and how game-based learning potentially can improve this engagement. Research has found that teacher and student engagement are crucial factors in the learning process and that teachers play a vital role in promoting student engagement. Students who view games as relevant to their learning goals tend to be more engaged and motivated to learn. When teachers view games as a valuable tool for teaching and learning, they are more likely to incorporate them into their instruction and create opportunities for students to use them. This, in turn, leads to increased student engagement, motivation, and learning. Additionally, the use of games in the classroom has the potential to enhance the learning experience for both teachers and students. A key purpose for this review is to provide a framework that teachers might use to construct effective classroom engagement pedagogies.
Keywords: teacher and student engagement, educational game, game-based learning
References:
[1] Kong SC, Wong TL, Yang M, Chow CF, Tse KH. Emerging practices in scholarship of learning and teaching in a digital era. Emerg. Pract. Scholarsh. Learn. Teach. a Digit. Era. 2017:1-373. https://doi.org/10.1007/978-981-10-3344-5
[2] Rogers R, Woolley J, Sherrick B, Bowman ND, Oliver MB. Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses. Comput. Games J. 2017;6(1–2):63–79.
[3] Fadhilaturrahmi F, Ananda R, Yolanda S. Persepsi Guru Sekolah Dasar terhadap Pembelajaran Jarak Jauh di Masa Pandemi Covid 19. J. Basicedu. 2021;5(3):1683–8.
[4] Putri RS, Purwanto A, Pramono R, Asbari M, Wijayanti LM, Hyun CC. Impact of the COVID-19 pandemic on online home learning: an explorative study of primary schools in Indonesia. Int. J. Adv. Sci. Technol. 2020;29(5):4809–18.
[5] Allsop Y, Yildirim EY, Screpanti M. Teachers’ beliefs about game based learning: A comparative study of pedagogy, curriculum and practice in Italy, Turkey and the UK. 7th European Conference on Games Based Learning. ECGBL 2013. 2013;1:1-10.
[6] T Kersting. Disconnected: How to reconnect our digitally distracted kids. 2016.
[7] Sarli PW, Zakiyya NM, Soewondo P. Correlation between visual improvement and behavior change of municipal solid waste management in Jodipan and Ksatrian village, Indonesia. Third International Conference on Civil Engineering. 2017;3:544- 550.
[8] Pedler M, Hudson S, Yeigh T. The teachers’ role in student engagement: A review. Aust J Teach Educ. 2020;45(3):48–62.
[9] Van Uden JM, Ritzen H, Pieters JM. Engaging students: the role of teacher beliefs and interpersonal teacher behavior in fostering student engagement in vocational education. Teach Teach Educ. 2014;37:21–32.
[10] Pontual Falcão T, Mendes de Andrade F, Peres DC. Sales de Morais, and G. da Silva Oliveira, “Participatory methodologies to promote student engagement in the development of educational digital games,”. Computer Education. 2018;116:161–75.
[11] Plass JL, Mayer RE, Homer BD. Handbook of Game-Based Learning. Cambridge (MA): MIT Press; 2019.
[12] Lin CY, Chai HC, Wang J, Chen CJ, Liu YH, Chen CW, et al. Augmented reality in educational activities for children with disabilities. Displays. 2016;42:51–4.
[13] Harper J. Meaningful play: applying game and play design practices to promote agency in participatory performance. Int J Perform Arts Digit Media. 2019;15(3):360– 74.
[14] Gregory EM. Understanding Video Gaming’s Engagement. 2008
[cited 2021 Jun 4]. Access from: https://mprcenter.org/review/gregory-video-game-engagement/
[15] Bamufleh D, Hussain R, Sheikh E, Khodary K. Students’ Acceptance of Simulation Games in Management Courses: evidence from Saudi Arabia. J. Educ. Learn. 2020;9(4):55.
[16] Meya JN, Eisenack K. Effectiveness of gaming for communicating and teaching climate change. Clim Change. 2018;149(3–4):319–33.
[17] Buckingham D. Digital Media Literacies: Rethinking Media Education in the Age of the Internet. Res Comp Int Educ. 2007;2(1):43–55.
[18] Huizenga JC, ten Dam GT, Voogt JM, Admiraal WF. Teacher perceptions of the value of game-based learning in secondary education. Comput Educ. 2017;110(March):105– 15.
[19] Kenny R, Gunter G. Factors affecting adoption of video games in the classroom. J Interact Learn Res. 2011;22(2):259–76.
[20] Ejsing-Duun S, Hanghøj T. “Design thinking, game design, and school subjects: What is the connection?” Proc. Eur. Conf. Games-based Learn., vol. 2019-Octob, no. October, pp. 201–209, 2019,
[21] Tussyadiah IP, Jung TH, tom Dieck MC. Embodiment of Wearable Augmented Reality Technology in Tourism Experiences. J Travel Res. 2018;57(5):597–611.
[22] Terton U, Smyth G, Wright H. CliNCare: An Educational Game—The Reasoning Behind the Graphic Choices and Their Impact on Player Opinions. Comput. Games J. 2020;9(3):331–47.