Do future teachers believe that video games help learning?

dc.contributor.authorCabellos, Beatriz
dc.contributor.authorPozo, Juan Ignacio
dc.contributor.authorSánchez, Daniel L.
dc.contributor.editorSpringer
dc.date.accessioned2024-10-28T08:04:38Z
dc.date.available2024-10-28T08:04:38Z
dc.date.issued2021
dc.description.abstractOne of the factors associated with the educational use of video games is the conception that teachers and students have about their educative usefulness. However, there are no studies that identify what aspects are considered more effective to learn with video games and what kind of learning is more accessible using them. This study aims at identifying pre-service teachers’ conceptions regarding video game use for learning and specifically to know what aspects and learning they consider are more feasible. Likewise, we analyzed the pedagogical training effect of these conceptions for three groups of university students: primary pre-service teachers (who received general pedagogical training), secondary pre-service teachers (who received pedagogical training in only one area of knowledge) and other university students without pedagogical training. We applied a questionnaire to a sample of 422 university students. This questionnaire had two dimensions that differentiated between the pragmatic and epistemic uses of video games for learning and three dimensions about the different verbal, procedural and attitudinal learning which can be achieved with them. The results showed wide acceptance of video games as a learning resource in university students, but in particular secondary pre-service teachers pointed out higher possibilities of achieving learning with video games than primary pre-service teachers. On the other hand, university students pointed out more learning when video games were used in an epistemic way. In addition, they considered video games favor more verbal and procedural learnings than attitudinal ones. In conclusion, despite the positive conceptions of the students about learning with video games, we observed a less positive pattern in pre-service teachers with general pedagogical training. These results suggest that video game incorporation in schools is not being carried out fruitfully by education faculties. Therefore, we advocated for 21st-century training that optimized new conceptions and uses of video games.es
dc.identifier.citationCabellos, B., Sánchez, D. L., & Pozo, J. I. (2023). Do future teachers believe that video games help learning?. Technology, Knowledge and Learning, 28(2), 803-821.es
dc.identifier.doi10.1007/s10758-021-09586-3es
dc.identifier.issn2211-1670
dc.identifier.urihttps://hdl.handle.net/10115/40752
dc.language.isoenges
dc.rightsAtribución 4.0 Internacional*
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectLearninges
dc.subjectVideo gameses
dc.subjectTeacher traininges
dc.subjectBeliefses
dc.subjectQuestionnairees
dc.subjectUniversity educationes
dc.titleDo future teachers believe that video games help learning?es
dc.typeinfo:eu-repo/semantics/articlees

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