Exploring the Impact of Digital Game Design Instruction on Candidate Science Teachers’ Perceptions of Digital Games in Science Education
Year 2026,
Volume: 13 Issue: 2, 270 - 290, 08.03.2026
Halil Turgut
,
Fatih Emre Kılıç
Abstract
This study aims to explore the integration of the digital game strategy into teaching by providing candidate science teachers with training in game design and examining how this process influences their related perspectives. It was conducted within a qualitative research framework, the participants were selected using criterion-based approach and the RPG Maker program that does not require coding skills was utilized. The game design training spanned six weeks, encompassing program introduction and hands-on activities. Data collection tools included a digital game-based learning questionnaire, case scenario forms, and a 5E model lesson plan form. The collected data were analyzed using content analysis, and findings were presented in tabular format. The findings revealed that some candidate science teachers initially held negative views on using digital games in teaching; however, their attitudes shifted positively following the training process. Moreover, a significant portion of participants who had no specific opinion on the use of digital games prior to the training developed positive perspectives afterward. This shift was primarily attributed to the recognition that digital game-based teaching could foster a student centered learning environment and encourage more active participation from both teachers and students. During the training, digital games were rarely utilized in the engagement, exploration, and explanation phases. Nonetheless, following the training, participants demonstrated increased preferences for incorporating digital games in these phases. The study concluded that the digital game design training positively influenced candidate science teachers’ perceptions of digital game usage in science education and effectively challenged some of their initial biases.
Ethical Statement
The ethical approval for this research was received from the Ethics Committee of Süleyman Demirel University. The research was carried out in accordance with the ethical rules.
Supporting Institution
Süleyman Demirel University
Thanks
Thanks to the editor and anonymous reviewers for their contributions and suggestions to the article.
References
-
Abdulmuhsin, I., Bolaji, H. O., & Bello, A. S. (2025). Chemistry educators’ readiness and intentions to integrate game-based software: A survey. ASEAN Journal for Science Education, 5(1), 1-12.
-
Akgül, G. & Kılıç, M. (2020). Opinions of pre-service science teachers on educational digital games and the Kodu application. Journal of Science Education, 8(2), 101–120.
-
Akkaya, A. (2019). The effect of activities developed by web 2.0 tools on computer hardware on student success. (Unpublished master thesis). Balıkesir University, Balıkesir, Türkiye.
-
An, Y.J., Haynes, L., D’Alba, A., & Chumney, F. (2016). Using educational computer games in the classroom: Science teachers’ experiences, attitudes, perceptions, concerns, and support needs. Contemporary Issues in Technology & Teacher Education, 16(4), 415-433. https://www.learntechlib.org/primary/p/172692/
-
Belda-Medina, J., & Calvo-Ferrer, J. R. (2022). Preservice teachers’ knowledge and attitudes toward digital-game-based language learning. Education Sciences, 12(3), 182. https://doi.org/10.3390/educsci12030182
-
Biber, M., & Başer, N. E. (2012). A qualitative assessment of the problem-based learning process. HAYEF Journal of Education, 9(1), 12-33.
-
Bozkuş, K., & Karacabey, M. F. (2019). The use of information technologies in education with the FATİH project: How much progress has been made? Journal of Education for Life,33(1), s.17-32. https://hdl.handle.net/11413/5446
-
Bünül, R. (2019). Opinions of pre-service science teachers on the use of Web 2.0 tools in teaching. (Unpublishedmaster’s thesis). Dicle University, Diyarbakır, Türkiye.
-
Caparoso, J. K. V., & Orleans, A. V. (2024). DiGIBST: An inquiry-based digital game-based learning pedagogical model for science teaching. STEM Education, 4(3), 282-298. https://doi.org/10.3934/steme.2024017
-
Chang, S.-H., Lin, I.-C., Kuo, P.-J., Kuo, C.-C., Tsai, T.-H., Liu, P.-C., Hsu, Y.-L., & Chien, P.-L. (2025). Can STE(A)M education nurture creativity? A meta-analysis. Educational Technology & Society, 28(2), 128-147. https://doi.org/10.30191/ETS.202504_28(2).RP08
-
Coşkun, B. K., & Akçay, A. (2018). Examining the prediction of digital game addiction awareness on digital educational game usage. Journal of Learning and Teaching in Digital Age, 8(1), 71–81.
-
Creswell, J. W. (2013) Qualitative inquiry and research design: Choosing among five approaches. Thousand Oaks: SAGE Publications.
-
Daud, M. Y., & Zakaria, E. (2012). Web 2.0 application to cultivate creativity in ICT literacy. Procedia-Social and Behavioral Sciences, 59, 459-466. https://doi.org/10.1016/j.sbspro.2012.09.301
-
Efe, Hacer, & Ünsal Umdu Topsakal. (2021). Opinions of candidate science teachers on the use of educational digital games in science lessons. Shanlax International Journal of Education,10(1), 45–57. https://doi.org/10.34293/education.v10i1.4284
-
Fikriyatii, A., Agustini, R., & Sutoyo, S. (2022). Critical thinking cycle model to promote critical thinking disposition and critical thinking skills of pre-service science teacher. Cypriot Journal of Educational Sciences, 17(1), 120-133. https://doi.org/10.18844/cjes.v17i1.6690
-
Funan, F. (2024). The role of educational technology in improving access in rural areas: A case study of YPPK ST. Petrus Yarat Konya Maybrat Regency. Riwayat: Educational Journal of History and Humanities, 7(2), 489-495.
-
Gün, S. (2015). The effect of web 2.0 visual and auditory communication (Skype) applications on the speaking ability in the Turkish teaching as a foreign language. (Unpublished master thesis). Çanakkale Onsekiz Mart University, Çanakkale, Türkiye.
-
Hermann, M. G. (2008). Content analysis. In A. Klotz & D. Prakash (Eds.), Qualitative methods in international relations: A pluralist guide (pp. 151-167). London: Palgrave Macmillan.
-
Hixon, E., & So, H. J. (2009). Technology’s role in field experiences for preservice teacher training. Journal of Educational Technology & Society, 12(4), 294-304. https://www.jstor.org/stable/jeductechsoci.12.4.294
-
Hsu, T. Y., & Chiou, G. F. (2019). Pre-service teachers’ perceptions of digital game-supported learning. Journal of Educational Multimedia and Hypermedia, 28(3), 287–305.
-
Hu, H., & Sperling, R. A. (2022). Candidate science teachers’ perceptions of adopting digital games in education: A mixed methods investigation. Teaching and Teacher Education, 120, 103876. https://doi.org/10.1016/j.tate.2022.103876
-
Ilić, J., Ivanović, M., & Klašnja-Milićević, A. (2024). Effects of digital game-based learning in stem education on students’ motivation: A systematic literature review. Journal of Baltic Science Education, 23(1), 20.
-
İmer, G. (1996). The qualifications of pre-service teachers in education faculties regarding computers and the use of computers in education. (Unpublished doctoral thesis). Anadolu University, Eskişehir, Türkiye.
-
İmer, G., & Yürekli, A. (2009). Teacher candidates’ computer self-efficacy levels for sustainable development. E-Journal of New World Sciences Academy, 4(1). 185-196.
-
İşçi, T., & Yeşiltaş, E. (2020). The use of digital game development software in social studies teaching and pre-service social studies teachers’ opinions on this. Journal of Scientific Research of Turkey, 5(2), 260-284.
-
Jiménez-Valverde, G., Heras-Paniagua, C., Fabre-Mitjans, N., & Calafell-Subirà, G. (2024). Gamifying teacher education with FantasyClass: Effects on attitudes towards physics and chemistry among preservice primary teachers. Education Sciences, 14(8), 822. https://doi.org/10.3390/educsci14080822
-
Kaimara, P., Fokides, E., Oikonomou, A., & Deliyannis, I. (2021). Potential barriers to the implementation of digital game-based learning in the classroom: Pre-service teachers’ views. Technology, Knowledge and Learning, 26(4), 825-844. https://doi.org/10.1007/s10758-021-09512-7
-
Kapucu, M. S., & Çağlak, S. (2018). Pre-service science teachers’ educational game designs and their opinions on the process: A case study. Adıyaman University Journal of the Institute of Social Sciences, 29, 536-573. https://doi.org/10.14520/adyusbd.364051
-
Kılıçel, D., & Kılıç, H. E. (2021). Opinions of science teachers and secondary school students on the gamification technique. Anadolu Journal of Teacher, 5(1), 137-159. https://doi.org/10.35346/aod.767375
-
Meletiou-Mavrotheris, M., & Prodromou, T. (2016). Candidate science teacher training on game-enhanced mathematics teaching and learning. Technology, Knowledge and Learning, 21, 379-399. https://doi.org/10.1007/s10758-016-9275-y
-
Karamustafaoğlu, O., & Kılıç, M.F. (2020). Investigation of national scientific studies about educational games. Journal ofKazım Karabekir Education Faculty, 40, 1-25.
-
Küçükşen Öner, F., Cetin‐Dindar, A., & Sarı, H. (2024). I arrived at the sun! Developing an educational board game with the collaboration of pre‐service art and pre‐service science teachers. European Journal of Education, 59(2), 12629. https://doi.org/10.1111/ejed.12629
-
Marshall, S., Blaj-Ward, L., Dreamson, N., Nyanjom, J., & Bertuol, M. T. (2024). The reshaping of higher education: technological impacts, pedagogical change, and future projections. Higher Education Research & Development, 43(3), 521-541. https://doi.org/10.1080/07294360.2024.2329393
-
Meng, X.-P., Guo, X.-G., Fang, J.-W., Chen, J., & Huang, L.-F. (2025). Fostering pre-service teachers’ generative AI literacy and critical thinking: An RSCQA approach. Educational Technology & Society, 28(3), 202-225. https://doi.org/10.30191/ETS.202507_28(3).TP01
-
Mishra, P. & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017-1054. https://doi.org/10.1111/j.1467-9620.2006.00684.x
-
Mulaik, S. A., James, L. R., Van Alstine, J., Bennett, N., Lind, S., & Stilwell, C. D. (1989). Evaluation of goodness-of-fit indices for structural equation models. Psychological Bulletin, 105(3), 430. https://doi.org/10.1037/0033-2909.105.3.430
-
Murat, G., & Şahin, F. (2015). The Effect of Cooperative Learning on Achievement and Attitude. Necatibey Faculty of Education Electronic Journal of Science and Mathematics Education, 9(1), 375-396. https://doi.org/10.17522/nefefmed.21278
-
Niess, M. L. (2011). Investigating TPACK: Knowledge growth in teaching with technology. Journal of Educational Computing Research, 44(3), 299-317. https://doi.org/10.2190/EC.44.3.c
-
Patton, R. M., & Knochel, A. D. (2017). Meaningful makers: Stuff, sharing, and connection in STEAM curriculum. Art Education, 70(1), 36-43. https://doi.org/10.1080/00043125.2017.1247571
-
Sajinčič, N., Sandak, A., & Istenič, A. (2022). Pre-service and in-service teachers’ views on gamification. International Journal of Emerging Technologies in Learning (IJET), 17(3), 83-103. https://doi.org/10.3991/ijet.v17i03.26761
-
Sardone, N. B., & Devlin-Scherer, R. (2010). Teacher candidate responses to digital games: 21st-century skills development. Journal of Research on Technology in Education, 42(4), 409-425. https://doi.org/10.1080/15391523.2010.10782558
-
Su, Y. S., Yang, J. H., Hwang, W. U., & Zhang, J. (2010). A Web 2.0-based collaborative annotation system for enhancing knowledge sharing in collaborative learning environments. Computers & Education, 55, 752-766. https://doi.org/10.1016/j.compedu.2010.03.008
-
Swerzenski, J. D. (2021). Why teaching technology must adapt to our teaching. Communication Education, 70(2), 211-213. https://doi.org/10.1080/03634523.2020.1857414
-
Teo, T., Sang, G., Mei, B., & Hoi, C. K. W. (2019). Investigating candidate science teachers’ acceptance of Web 2.0 technologies in their future teaching: a Chinese perspective. Interactive Learning Environments, 27(4), 530-546. https://doi.org/10.1080/10494820.2018.1489290
-
Timur, S., Timur, B., Arcagök, S., & Öztürk, G. (2020). Science teachers’ views on Web 2.0 tools. Journal of Kırşehir Education Faculty, 21(1), 63-108.
-
Tondeur, J., Trevisan, O., Howard, S. K., & van Braak, J. (2025). Preparing preservice teachers to teach with digital technologies: An update of effective SQD-strategies. Computers & Education, 232, 105262. https://doi.org/10.1016/j.compedu.2025.105262
-
Topuz, A.,& Göktaş, Y. (2015). Projects for effective technology use in Turkish education system: Period of 1984-2013. Journal of Information Technologies, 8(2), 99.
-
Tsai, S. K., Chuang, T. Y., & Lin, Z. J. (2025). Enhancing environmental literacy through digital game-based learning: A technology-integrated attitude change approach. Sustainability, 17(16), 7416. https://doi.org/10.3390/su17167416
-
Uluay, G. (2017). The effect of digital game design applications in science teaching on middle school students’ academic achievement, problem-solving skills, and motivation. (Unpublished doctoral thesis). Gazi University, Ankara, Türkiye.
-
Urooj, S., & Farooq, M. S. (2023). Impact of students’ ubiquitous learning through web 2.0 tool on students’ 21st century skills: Creativity and communication. Research Journal of Social Sciences and Economics Review, 4(1), 125-140.
-
Uzunboylu, H., Galimova, E., Kurbanov, R., Belyalova, A., Deberdeeva, N. & Timofeeva, M. (2020). The views of the teacher candidates on the use of Kahoot as a gaming tool. International Journal of Emerging Technologies in Learning (IJET), 15(23), 158-168. https://doi.org/10.3991/ijet.v15i23.18811
-
Uzun, S., & Koparan, T. (2021). Evaluation of teaching practice lesson expectations and its process. Journal of Computer and Education Research Year, 9(18), 546-574. https://doi.org/10.18009/jcer.892761
-
Voogt, J. & McKenney, S. (2017). TPACK in teacher education: Are we preparing teachers to use technology for early literacy? Technology, Pedagogy and Education, 26(1), 69-83. https://doi.org/10.1080/1475939X.2016.1174730
-
Watson, W., & Yang, S. (2016). Games in schools: Teachers’ perceptions of barriers to game-based learning. Journal of Interactive Learning Research, 27(2), 153-170. https://www.learntechlib.org/primary/p/151749/
-
Wells, D., & Fotaris, P. (2017). Game-based learning in schools: Trainee teacher perceptions in implementing gamified approaches. In 11th European Conference on Games Based Learning (pp. 754–762). Academic Conferences and Publishing International Limited.
-
Wu, Y. T. (2013). Using educational computer games for science teaching: Experiences and perspectives of elementary science teachers in Taiwan. International Journal of Online Pedagogy and Course Design (IJOPCD), 3(4), 16-28. https://doi.org/10.4018/ijopcd.2013100102
-
Yang, J., Kinshuk, Yu, H., Chen, S. J., & Huang, R. (2014). Strategies for smooth and effective cross-cultural online collaborative learning. Educational Technology & Society, 17(3), 208–221. https://www.jstor.org/stable/jeductechsoci.17.3.208
-
Yanpar-Yelken, T., Çelikkaleli, Ö., & Çapri, B. (2007). Student teachers’ views on quality standards of faculty of education (Mersin University). Mersin University Journal of the Faculty of Education, 3(2), 191-215.
-
Yıldırım, E. (2016). The importance of digital game design programs in education. Journal of Vocational Sciences, 5(2), 12-19.
-
Yıldırım, A. & Şimşek, H. (2021). Qualitative research methods in social sciences. Ankara: Seçkin Yayıncılık.
-
Yılmaz, Z. A. (2020). Science teachers’ views on the FATİH project and smart boards. International Journal of Educational Researchers, 3(1), 71-83.
-
Zourmpakis, A. I., Papadakis, S., & Kalogiannakis, M. (2022). Education of preschool and elementary teachers on the use of adaptive gamification in science education. International Journal of Technology Enhanced Learning, 14(1), 1-16. https://doi.org/10.1504/IJTEL.2022.120556