Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning

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Título: Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning
Autor/es: Belda-Medina, Jose | Calvo-Ferrer, José Ramón
Grupo/s de investigación o GITE: Digital Language Learning (DL2)
Centro, Departamento o Servicio: Universidad de Alicante. Departamento de Filología Inglesa
Palabras clave: Digital games | Language learning | Teacher candidates | Knowledge | Attitudes
Área/s de conocimiento: FIlología Inglesa | Lingüística Aplicada
Fecha de publicación: 6-mar-2022
Editor: MDPI
Cita bibliográfica: Belda-Medina J, Calvo-Ferrer JR. Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning. Education Sciences. 2022; 12(3):182. https://doi.org/10.3390/educsci12030182
Resumen: There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators. This paper reports on a research conducted among 154 teacher candidates at a higher-education institution in Spain regarding the adoption of digital games in education. It analyzes the participants’ knowledge of and attitudes toward digital games in foreign language learning. Quantitative and qualitative data were gathered through a pre/post-test, digital game presentations, and student blog posts. The research comprised five stages associated with critical thinking skills (definition, selection, demonstration, discussion, and reflection), including a game learning module. In the first two stages, preservice teachers completed the module activities and selected different games aimed at teaching English to children in preschool and elementary education. In the last two, they illustrated, discussed, and evaluated the digital games in class following a rubric and reflected on their perception in blog posts. In this four-week research based on a mixed method and convenience sampling, quantitative and qualitative data were gathered through a pre- and post-test survey about student perceptions toward the use of video game in the classroom, class discussion, and blog posts. Statistical data analysis unveiled gender-based differences related to gameplay frequency and genre preferences. The Wilcoxon signed-rank test was used as a nonparametric statistical hypothesis test to compare the two sets of scores resulting from the same participants, and it showed a significant difference (p ≤ 0.05) after the treatment in two of the five dimensions in the survey about teacher candidates’ attitudes toward game usage in education, namely, usefulness (U) and preference for video games (PVG). Research findings revealed preservice teachers’ positive attitudes but lack of practical knowledge about the use of digital games in foreign-language learning.
URI: http://hdl.handle.net/10045/121976
ISSN: 2227-7102
DOI: 10.3390/educsci12030182
Idioma: eng
Tipo: info:eu-repo/semantics/article
Derechos: © 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Revisión científica: si
Versión del editor: https://doi.org/10.3390/educsci12030182
Aparece en las colecciones:INV - DL2 - Artículos de Revistas

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