Integrating Commercial-off-the-Shelf Games into Language Classroom: PCaRD Experience of Two English Language Teachers
Year 2022,
Volume: 18 Issue: 1, 1 - 11, 30.06.2022
Seda Musaoğlu Aydın
,
Nur Çakır
Abstract
This study aims to investigate two English language teachers’ perspectives on adopting a game-enhanced language learning intervention that was designed according to the PCaRD framework. For this purpose, a semi-structured interview protocol and researcher memos were utilized as data collection tools, and the data were subjected to thematic analysis. The results of the study indicated that the game-enhanced activities integrated into the curriculum were effective in promoting students’ foreign language learning and instrumental in helping students develop a more positive self-image about their foreign language abilities. Despite the time cost of preparing the activities bridging the commercial-off-the-shelf games into the existing curriculum and applying them in class and concerns about the negative connotation of video games, the PCaRD framework provides essential guidelines that teachers will find helpful for enhancing their students’ learning experiences and motivation for learning.
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Dijital Oyunların Yabancı Dil Sınıfına Entegrasyonu: İki İngilizce Öğretmeninin PCaRD Deneyimi
Year 2022,
Volume: 18 Issue: 1, 1 - 11, 30.06.2022
Seda Musaoğlu Aydın
,
Nur Çakır
Abstract
Bu çalışma iki İngilizce öğretmeninin, dijital bir oyunun PCaRD pedagojik çerçevesi dahilinde dil eğitimine entegre edilmesine ilişkin algılarını incelemeyi hedeflemektedir. Bu amaçla yarı yapılandırılmış bir görüşme formu ve araştırmacı notları veri toplama araçları olarak kullanılmış ve veriler tematik analize tabi tutulmuştur. Araştırmanın bulguları dijital oyunla zenginleştirilerek eğitim programına entegre edilen öğrenme etkinliklerinin öğrencilerin yabancı dil öğrenimini destekleyici olduğuna ve yabancı dil becerileri hakkında daha olumlu bir benlik imajı geliştirmelerini desteklediğine işaret etmektedir. Eğitim amaçlı geliştirilmemiş oyunları mevcut eğitim programı ile birleştiren aktiviteleri hazırlamanın ve bunları sınıfta uygulamanın zaman maliyetine ve video oyunlarının olumsuz çağrışımlarıyla ilgili endişelere rağmen, PCaRD çerçevesi öğretmenlerin öğrencilerin öğrenme deneyimlerini ve öğrenmeye yönelik motivasyonlarını geliştirmede faydalı bulacağı yönergeler sunmaktadır.
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- Denham, A. R., Mayben, R., & Boman, T. (2016). Integrating game-based learning initiative: Increasing the usage of game-based learning within K-12 classrooms through professional learning groups. TechTrends, 60(1), 70. https://doi.org/10.1007/s11528-015-0019-y
- deHaan, J. (2019). Teaching language and literacy with games: What? how? why? Ludic Language Pedagogy, (1), 1.
- Dickey, M. D. (2015). K-12 teachers encounter digital games: A qualitative investigation of teachers’ perceptions of the potential of digital games for K-12 education. Interactive Learning Environments, 23(4), 485. https://doi.org/10.1080/10494820.2013.788036
- Dörnyei, Z. (2009). The L2 motivational self-system. In Z. Dörnyei & E. Ushioda (Eds.), Motivation, language identity and the L2 self (pp. 9-42). Multilingual Matters.
- Ertzberger, J. (2009). An exploration of factors affecting teachers’ use of video games as instructional tools. In I. Gibson, R. Weber, K. McFerrin, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2009-Society for Information Technology & Teacher Education International Conference (pp. 1825-1831), Charleston, SC, USA.
- Emerson, R. M., Fretz, R. I., & Shaw, L. L. (1995). Writing ethnographic fieldnotes. The University of Chicago Press.
- Foster, A. (2012). Assessing learning games for school content: Framework and methodology. In D. Ifenthaler, D. Eseryel & X. Gen (Eds.), Assessment in game-based learning: Foundations, innovations, and perspectives (pp. 201-215). Springer.
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- Foster, A., & Shah, M. (2015). The play curricular activity reflection discussion model for game-based learning. Journal of Research in Technology Education, 47(2), 71. https://doi.org/10.1080/15391523.2015.967551
- Foster, A., & Shah, M. (2015). The ICCE framework: Framing learning experiences afforded by games. Journal of Educational Computing Research, 51(4), 369. https://doi.org/10.2190/EC.51.4.a
- Foster, A. N., Shah, M., & Duvall, M. (2015). Game network analysis: For teaching with games. In M. L. Niess & H. Gillow-Wiles (Eds.), Handbook of Research on Teacher Education in the Digital Age (pp. 380-411). IGI Global.
- Foster, A., & Shah, M. (2020). Principles for advancing game-based learning in teacher education. Journal of Digital Learning in Teacher Education, 36(2), 84. https://doi.org/10.1080/21532974.2019.1695553
- Franciosi, S. J. (2017). The effect of computer game-based learning on FL vocabulary transferability. Journal of Educational Technology & Society, 20(1), 123.
- Gee, J. P. (2007). Good video games and good learning: Collected essays on video games, learning and literacy. Peter Lang.
- Gerrish, K. (1997). Being a ‘marginal native’: Dilemmas of the participant observer. Nurse Researcher, 5(1), 25. https://doi.org/10.7748/nr.5.1.25.s4
- Hanghøj, T., & Brund, C. E. (2011). Teachers and serious games: Teachers’ roles and positionings in relation to educational games. In S. Egenfeldt-Nielsen, B. Meyer & B. H. Sørensen (Eds.), Serious games in education: A global perspective (pp. 125-136). Aarhus University Press.
- Hitosugi, C. I., Schmidt, M., & Hayashi, K. (2014). Digital game-based learning (DGBL) in the L2 classroom: The impact of the UN's off-the-shelf videogame, Food Force, on learner affect and vocabulary retention. Calico Journal, 31(1), 19.
- Hsu, T. Y. & Chiou, G. F. (2011). Preservice teachers’ awareness of digital game-supported learning. In M. Koehler & P. Mishra (Eds.), Proceedings of SITE 2011-Society for Information Technology & Teacher Education International Conference (pp. 2135-2141), Nashville, Tennessee, USA.
- Hsu, C. Y., Tsai, M. J., Chang, Y. H., & Liang, J. C. (2017). Surveying in-service teachers’ beliefs about game-based learning and perceptions of technological pedagogical and content knowledge of games. Journal of Educational Technology & Society. 20(1), 134.
- Huizenga, J. C., Ten Dam, G. T. M., Voogt, J. M., & Admiraal, W. F. (2017). Teacher perceptions of the value of game-based learning in secondary education. Computers & Education, 110, 105. https://doi.org/10.1016/j.compedu.2017.03.008
- Hwang, G. J., & Wu, P. H. (2012). Advancement and trends in digital game-based learning research: A review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10. https://doi.org/10.1111/j.1467-8535.2011.01242.x
- Ince, E. Y., & Demirbilek, M. (2013). Secondary and high school teachers’ perceptions regarding computer games with educational features in Turkey. The Anthropologist, 16(1-2), 89. https://doi.org/10.1080/09720073.2013.11891338
- Kenny, R. F., & McDaniel, R. (2011). The role teachers’ expectations and value assessments of video games play in their adopting and integrating them into their classrooms. British Journal of Educational Technology, 42(2), 197. https://doi.org/10.1111/j.1467-8535.2009.01007.x
- Kirikkaya, E. B., Iseri, S., & Vurkaya, G. (2010). A board game about space and solar system for Primary school students. TOJET: The Turkish Online Journal of Educational Technology, 9(2), 1.
- Koh, E., Wadhwa, B., Lim, J. & Kin, Y. G. (2012). Teacher perceptions of games in Singapore schools. Simulation & Gaming, 43(1), 51. https://doi.org/10.1177/1046878111401839
- Lempert, L. B. (2007). Asking questions of the data: Memo writing in the grounded theory tradition. In A. Bryant & K. Charmaz (Eds.), The SAGE Handbook of Grounded Theory (pp. 245-264). Sage.
- Lennie, J. (2006). Increasing the rigour and trustworthiness of participatory evaluations: Learnings from the field. Evaluation Journal of Australasia, 6(1), 27. https://doi.org/10.1177/1035719X0600600105
- Li, S. C. S., & Huang, W. C. (2016). Lifestyles, ınnovation attributes, and teachers’ adoption of game-based learning: Comparing non-adopters with early adopters, adopters and likely adopters in Taiwan. Computers & Education, 96, 29. https://doi.org/10.1016/j.compedu.2016.02.009
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