Open Access Peer-reviewed Research Article

Educational benefits of digital game-based learning: K-12 teachers' perspectives and attitudes

Main Article Content

Georgios Lampropoulos corresponding author

Abstract

This study aims to examine K-12 teachers’ perspectives and attitudes toward the benefits of adopting and integrating digital game-based learning in education. The study involves 158 teachers of primary education and secondary education who filled in a 37-question questionnaire. Overall, teachers had significantly positive perspectives and attitudes. In contrast to their age and level of education in which they taught, teachers’ educational background, gender, and teaching experience were correlated with their responses. Based on the results, most teachers were familiar with digital games and their use in educational settings and had previous experience in adopting digital game-based learning in their classrooms. The lack of equipment, digital skills, and training emerged as the primary challenges that they face. Concerning its general benefits in education, digital game-based learning emerged as an effective educational approach that can be applied in various subjects and offer interactive and student-centered learning environments. Regarding the benefits it can yield for teachers, digital game-based learning emerged as a useful educational approach that can facilitate and enrich the teaching process as it improves teachers’ communication and digital skills and enables them to create motivational virtual learning environments that would consciously engage and encourage students to actively participate in educational activities and that would promote collaborative learning. In terms of the educational benefits that it can yield for students, digital game-based learning was evaluated as a valuable pedagogical approach that can enhance students’ cognitive and social-emotional development, enhance their digital competencies, improve their learning motivation, engagement, and achievements, and increase their joy, autonomy, critical thinking, creativity, and imagination. Finally, digital game-based learning emerged as an effective educational approach that can be used at all educational levels and in both face-to-face and online learning to meet the new educational requirements, provide benefits for teachers and students, and improve the overall quality of education.

Keywords
digital game-based learning, DGBL, digital games, serious games, educational games, virtual learning environments, primary education, secondary education, K-12 education

Article Details

How to Cite
Lampropoulos, G. (2023). Educational benefits of digital game-based learning: K-12 teachers’ perspectives and attitudes. Advances in Mobile Learning Educational Research, 3(2), 805-817. https://doi.org/10.25082/AMLER.2023.02.008

References

  1. Allsop, Y., & Jessel, J. (2015). Teachers' experience and reflections on game-based learning in the primary classroom: Views from England and Italy. International Journal of Game-Based Learning, 5(1), 1-17. https://doi.org/10.4018/ijgbl.2015010101
  2. Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139–144. https://doi.org/10.31695/ijasre.2018.33016
  3. Beavis, C., Rowan, L., Dezuanni, M., McGillivray, C., O'Mara, J., Prestridge, S., Stieler-Hunt, C., Thompson, R., & Zagami, J. (2014). Teachers' beliefs about the possibilities and limitations of digital games in classrooms. E-learning and Digital Media, 11(6), 569-581. https://doi.org/10.2304/elea.2014.11.6.569
  4. Bryman, A. (2016). Social research methods. Oxford university press.
  5. Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 67, 156-167. https://doi.org/10.1016/j.compedu.2013.02.019
  6. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 1-4. https://doi.org/10.1145/950566.950595
  7. Klemetti, M., Taimisto, O., & Karppinen, P. (2009). The attitudes of Finnish school teachers towards commercial educational games. In Design and use of serious games (pp. 97-105). Springer, Dordrecht. https://doi.org/10.1007/978-1-4020-9496-5_7
  8. Lampropoulos, G., Anastasiadis, T., & Siakas, K. (2019). Digital Game-based Learning in Education: Significance of Motivating, Engaging and Interactive Learning Environments. In Proceedings of BCS Quality Specialist Group’s Annual 25th International Conference on Software Process Improvement – Research into Education and Training (INSPIRE), British Computer Society (BCS), Southampton, United Kingdom, pp. 117–127.
  9. Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023). Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education. Education Sciences, 13(6), 618. https://doi.org/10.3390/educsci13060618
  10. Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies. Applied Sciences, 12(13), 6809. https://doi.org/10.3390/app12136809
  11. Leadbeater, C. (2008). What's Next?: 21 Ideas for 21st Century Learning. Innovation Unit, 1-76.
  12. Papadakis, A., Barianos, A., Kalogiannakis, M., Papadakis, S., & Vidakis, N. (2022). ARION: A Digital eLearning Educational Tool Library for Synchronization Composition & Orchestration of Learning Session Data. Applied Sciences, 12(17), 8722.
  13. Papadakis, S., & Kalogiannakis, M. (Eds.). (2020). Handbook of research on using educational robotics to facilitate student learning. IGI Global.
  14. Papadakis, S., & Kalogiannakis, M. (Eds.). (2022). STEM, robotics, mobile apps in early childhood and primary education: Technology to promote teaching and learning. Springer Nature.
  15. Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12. https://doi.org/10.1016/j.compedu.2008.06.004
  16. Pozo-Sánchez, S., Lampropoulos, G., & López-Belmonte, J. (2022). Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms. NAER: Journal of New Approaches in Educational Research, 11(2), 307–322. https://doi.org/10.7821/naer.2022.7.1025
  17. Prensky, M. (2001). Digital natives, digital immigrants. On the horizon, 9(5), 1-15. https://doi.org/10.1108/10748120110424816
  18. Razak, A. A., Connolly, T., & Hainey, T. (2012). Teachers’ views on the approach of digital games-based learning within the curriculum for excellence. International Journal of Game-Based Learning, 2(1), 33-51. https://doi.org/10.4018/ijgbl.2012010103
  19. Rocha, M., Tangney, B., & Dondio, P. (2018, October). Play and Learn: Teachers’ Perceptions About Classroom Video Games. In European Conference on Games Based Learning, 808-816.
  20. Sandford, R., Ulicsak, M., & Facer, K. (2006). Teaching with Games: using computer games in formal education. Research report. Bristol: NESTA Futurelab
  21. Scott, C.L. (2015). The Futures of Learning 3: What kind of pedagogies for the 21st century?. UNESCO Education Research and Foresight, 1-21
  22. Spires, H. A. (2015). Digital Game‐Based Learning: What's Literacy Got to Do With It?. Journal of Adolescent & Adult Literacy, 59(2), 125-130. https://doi.org/10.1002/jaal.424
  23. Sutrisni, D. M., Utaminingsih, S., Murtono, M., Mariam, I. O., & Pratama, H. (2022). The effectiveness of android-based budiran game assisted by smart apps creator 3 to improve science learning outcomes of fourth graders in theme 1. Advances in Mobile Learning Educational Research, 2(2), 483-492. https://doi.org/10.25082/AMLER.2022.02.017
  24. Troulinaki, E. (2023). Greek secondary school teachers’ degree of readiness in adopting mobile learning in the educational process. Advances in Mobile Learning Educational Research, 3(1), 658-670. https://doi.org/10.25082/AMLER.2023.01.015
  25. Tsai, F. H., Yu, K. C., & Hsiao, H. S. (2012). Exploring the factors influencing learning effectiveness in digital gamebased learning. Journal of Educational Technology & Society, 15(3), 240-250.
  26. Tzagaraki, E., Papadakis, S., & Kalogiannakis, M. (2022). Teachers’ attitudes on the use of educational robotics in primary school. In STEM, Robotics, Mobile Apps in Early Childhood and Primary Education: Technology to Promote Teaching and Learning (pp. 257-283). Singapore: Springer Nature Singapore.
  27. Ucus, S. (2015). Elementary school teachers’ views on game-based learning as a teaching method. Procedia-Social and Behavioral Sciences, 186, 401-409. https://doi.org/10.1016/j.sbspro.2015.04.216
  28. Widodo, J. P., Subandowo, M., Musyarofah, L., & Slamet, J. (2023). Interactive gamification-flip-book for developing students’ outcomes. Advances in Mobile Learning Educational Research, 3(2), 754-762. https://doi.org/10.25082/AMLER.2023.02.002
  29. Xezonaki, A. (2022). Gamification in preschool science education. Advances in Mobile Learning Educational Research, 2(2), 308-320. https://doi.org/10.25082/AMLER.2022.02.001