Giving Teachers a Voice: A Study of Actual Game Use in the Classroom

The adoption of games in the classroom has been studied from different angles, such as the readiness of teachers to use games or the barriers encountered. However, actual classroom practices with regard to the use of games have not been examined on a larger scale. With this research, we gave teachers a voice to report on their actual practices. We examined the current practices of a large sample of Estonian teachers (N = 1258, which constitutes almost 9% of the total Estonian teacher population) in primary and secondary education in 2017. We found that most of the teachers use games on a regular basis. Mainly, they use the games for motivation and alternation, but they also use them to consolidate and teach new skills. While awareness and motivation are high and experimentation on using games is widespread, practices appear fragmentary and not widely sustained. As a result of this study, we suggest the creation of an evidence base and a better integration of social support structures into teacher education. This is the first large-scale study to look into Estonian teacher’s actual practices, and although Estonian teachers have relatively high autonomy and technical skills, we believe that these results and further investigations are applicable in other contexts as well.

[1]  Jan Van Looy,et al.  Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education , 2012, Comput. Hum. Behav..

[2]  Michele D. Dickey K-12 teachers encounter digital games: a qualitative investigation of teachers' perceptions of the potential of digital games for K-12 education , 2015, Interact. Learn. Environ..

[3]  Georgios S. Gorozidis,et al.  Teachers'motivation to participate in training and to implement innovations , 2014 .

[4]  Christian Jones,et al.  Educators who believe: understanding the enthusiasm of teachers who use digital games in the classroom , 2015 .

[5]  Diane Jass Ketelhut,et al.  Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption , 2011, Comput. Educ..

[6]  Yeo Gee Kin,et al.  Teacher Perceptions of Games in Singapore Schools , 2012 .

[7]  Morris Siu Yung Jong Teachers' concerns about adopting constructivist online game-based learning in formal curriculum teaching: The VISOLE experience , 2016, Br. J. Educ. Technol..

[8]  P. Sheeran Intention—Behavior Relations: A Conceptual and Empirical Review , 2002 .

[9]  Amanda Wilson,et al.  A systematic literature review of games-based learning empirical evidence in primary education , 2016, Comput. Educ..

[10]  T. Teo Pre-Service Teachers' Attitudes towards Computer Use: A Singapore Survey. , 2008 .

[11]  Yunjo An,et al.  The Effects of Game Design Experience on Teachers’ Attitudes and Perceptions regarding the Use of Digital Games in the Classroom , 2016, TechTrends.

[12]  Martin Valcke,et al.  Acceptance of game-based learning by secondary school teachers , 2013, Comput. Educ..

[13]  Jeffrey Earp,et al.  An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games , 2016, Comput. Educ..

[14]  Margarida Romero,et al.  Teaching Pre-Service Teachers to Integrate Serious Games in the Primary Education Curriculum , 2015, Int. J. Serious Games.

[15]  Michael D. Proctor,et al.  A survey of exemplar teachers' perceptions, use, and access of computer-based games and technology for classroom instruction , 2013, Comput. Educ..

[16]  P. Wouters,et al.  A meta-analysis of the cognitive and motivational effects of serious games , 2013 .

[17]  Katrin Becker,et al.  Digital game-based learning once removed: Teaching teachers , 2007, Br. J. Educ. Technol..

[18]  John Cosmas,et al.  Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers , 2016, Br. J. Educ. Technol..

[19]  Nancy B. Sardone,et al.  Teacher Candidate Responses to Digital Games , 2010 .