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Integrating Commercial-off-the-Shelf Games into Language Classroom: PCaRD Experience of Two English Language Teachers

Yıl 2022, Cilt: 18 Sayı: 1, 1 - 11, 30.06.2022
https://doi.org/10.17244/eku.982955

Öz

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.

Kaynakça

  • Adler, P. A., & Adler, P. (1994). Observational techniques. In N. K. Denzin & Y. S. Lincoln (Eds.), Handbook of Qualitative Research (pp. 377-392). Sage.
  • Allsop, Y., Yildirim, E. Y., & Screpanti, M. (2013). Teachers’ beliefs about game based learning: A comparative study of pedagogy, curriculum and practice in Italy, Turkey and the UK. In P. Escudeiro & C. Vaz de Carvalho (Eds.), Proceedings of 7th European Conference on Games Based Learning (ECGBL 2013) (pp. 1-10), Porto, Portugal.
  • Alkan, A., & Mertol, H. (2019). Teacher candidates’ state of using digital educational games. International Journal of Evaluation and Research in Education, 8(2), 344. https://doi.org/10.11591/ijere.v8i2.19260
  • An, Y., & Cao, L. (2016). The effects of game design experience on teachers’ attitudes and perceptions regarding the use of digital games in the classroom. TechTrends, 61(2), 162. https://doi.org/10.1007/s11528-016-0122-8
  • Becker, K. (2007). Digital game-based learning once removed: Teaching teachers. British Journal of Educational Technology, 38(3), 478. https://doi.org/10.1111/j.1467-8535.2007.00711.x
  • Birks, M., Chapman, Y., & Francis, K. (2008). Memoing in qualitative research: Probing data and processes. Journal of Research in Nursing, 13(1), 68. https://doi.org/10.1177/1744987107081254
  • Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77. https://doi.org/10.1191/1478088706qp063oa
  • Braun, V., & Clarke, V. (2019). Reflecting on Reflexive Thematic Analysis. Qualitative Research in Sport, Exercise and Health 11(4), 589. https://doi.org/10.1080/2159676X.2019.1628806
  • Can, G., & Cagiltay, K. (2006). Turkish prospective teachers’ perceptions regarding the use of computer games with educational features. Journal of Educational Technology & Society, 9(1), 308.
  • Charmaz, K. (2006) Constructing Grounded Theory: A practical guide through qualitative analysis. Sage.
  • Chen, H. H. J., & Huang, W. Y. C. (2010). Examining the potentials of computer games for English learning. In G. Biswas, D. Carr, Y. S. Chee & W. Y. Hwang (Eds.), The Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning Kaohsiung, Taiwan, 12-16 April 2010 (pp. 134-138), Los Alamitos: IEEE.
  • Chik, A. (2011). Digital gaming and social networking: English teachers’ perceptions, attitudes, and experiences. Pedagogies, 6(2), 154. https://doi.org/10.1080/1554480X.2011.554625
  • Connelly, L. M. (2016). Trustworthiness in qualitative research. Medsurg Nursing, 25(6), 435.
  • Demirbilek, M., & Tamer, S. L. (2010). Math teachers’ perspectives on using educational computer games in math education. Procedia-Social and Behavioral Sciences, 9, 709. https://doi.org/10.1016/j.sbspro.2010.12.222
  • Denham, A. R. (2019). Using the PCaRD digital game-based learning model of instruction in the middle school mathematics classroom: A case study. British Journal of Educational Technology, 50(1), 415. https://doi.org/10.1111/bjet.12582
  • 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.
  • Foster, A., & Shah, M. (2011). PCaRD: Integrating games into classrooms. In D. Gouscos & M. Meimaris (Eds.), Proceedings of 5th European Conference on Games Based Learning (pp. 183-194), Reading, UK.
  • 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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Dijital Oyunların Yabancı Dil Sınıfına Entegrasyonu: İki İngilizce Öğretmeninin PCaRD Deneyimi

Yıl 2022, Cilt: 18 Sayı: 1, 1 - 11, 30.06.2022
https://doi.org/10.17244/eku.982955

Öz

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.

Kaynakça

  • Adler, P. A., & Adler, P. (1994). Observational techniques. In N. K. Denzin & Y. S. Lincoln (Eds.), Handbook of Qualitative Research (pp. 377-392). Sage.
  • Allsop, Y., Yildirim, E. Y., & Screpanti, M. (2013). Teachers’ beliefs about game based learning: A comparative study of pedagogy, curriculum and practice in Italy, Turkey and the UK. In P. Escudeiro & C. Vaz de Carvalho (Eds.), Proceedings of 7th European Conference on Games Based Learning (ECGBL 2013) (pp. 1-10), Porto, Portugal.
  • Alkan, A., & Mertol, H. (2019). Teacher candidates’ state of using digital educational games. International Journal of Evaluation and Research in Education, 8(2), 344. https://doi.org/10.11591/ijere.v8i2.19260
  • An, Y., & Cao, L. (2016). The effects of game design experience on teachers’ attitudes and perceptions regarding the use of digital games in the classroom. TechTrends, 61(2), 162. https://doi.org/10.1007/s11528-016-0122-8
  • Becker, K. (2007). Digital game-based learning once removed: Teaching teachers. British Journal of Educational Technology, 38(3), 478. https://doi.org/10.1111/j.1467-8535.2007.00711.x
  • Birks, M., Chapman, Y., & Francis, K. (2008). Memoing in qualitative research: Probing data and processes. Journal of Research in Nursing, 13(1), 68. https://doi.org/10.1177/1744987107081254
  • Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77. https://doi.org/10.1191/1478088706qp063oa
  • Braun, V., & Clarke, V. (2019). Reflecting on Reflexive Thematic Analysis. Qualitative Research in Sport, Exercise and Health 11(4), 589. https://doi.org/10.1080/2159676X.2019.1628806
  • Can, G., & Cagiltay, K. (2006). Turkish prospective teachers’ perceptions regarding the use of computer games with educational features. Journal of Educational Technology & Society, 9(1), 308.
  • Charmaz, K. (2006) Constructing Grounded Theory: A practical guide through qualitative analysis. Sage.
  • Chen, H. H. J., & Huang, W. Y. C. (2010). Examining the potentials of computer games for English learning. In G. Biswas, D. Carr, Y. S. Chee & W. Y. Hwang (Eds.), The Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning Kaohsiung, Taiwan, 12-16 April 2010 (pp. 134-138), Los Alamitos: IEEE.
  • Chik, A. (2011). Digital gaming and social networking: English teachers’ perceptions, attitudes, and experiences. Pedagogies, 6(2), 154. https://doi.org/10.1080/1554480X.2011.554625
  • Connelly, L. M. (2016). Trustworthiness in qualitative research. Medsurg Nursing, 25(6), 435.
  • Demirbilek, M., & Tamer, S. L. (2010). Math teachers’ perspectives on using educational computer games in math education. Procedia-Social and Behavioral Sciences, 9, 709. https://doi.org/10.1016/j.sbspro.2010.12.222
  • Denham, A. R. (2019). Using the PCaRD digital game-based learning model of instruction in the middle school mathematics classroom: A case study. British Journal of Educational Technology, 50(1), 415. https://doi.org/10.1111/bjet.12582
  • 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.
  • Foster, A., & Shah, M. (2011). PCaRD: Integrating games into classrooms. In D. Gouscos & M. Meimaris (Eds.), Proceedings of 5th European Conference on Games Based Learning (pp. 183-194), Reading, UK.
  • 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
  • Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage.
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  • Mozelius, P., Hernandez, W., Sällström, J., & Hellerstedt, A. (2017). Teacher attitudes toward game-based learning in history education. International Journal of Information and Communication Technologies in Education, 5(2), 29. https://doi.org/10.1515/ijicte-2017-0017
  • Peterson, M. (2006). Learner interaction management in an avatar and chat-based virtual world. Computer Assisted Language Learning, 19(1), 79. https://doi.org/10.1080/09588220600804087
  • Peterson, M. (2010). Massively multiplayer online role-playing games as arenas for second language learning. Computer Assisted Language Learning, 23(5), 429. https://doi.org/10.1080/09588221.2010.520673
  • Peterson, M. (2012). Language learner interaction in a massively multiplayer online role-playing game (MMORPG). In H. Reinders (Ed.), Computer games in language teaching and learning (pp. 70-92). Palgrave Macmillan.
  • Pinder, P. J. (2016). Exploring the effects of game-based learning in Trinidad and Tobago’s primary schools: An examination of in-service teachers’ perspectives. International Journal of Education and Culture, 5(1–2), 28.
  • Purushotma, R. (2005). Commentary: You're not studying, you're just... Language Learning & Technology, 9(1), 80. https://doi.org/10125/44010
  • Ray, B., & Coulter, G. A. (2010). Perceptions of the value of digital mini-games: Implications for middle school classrooms. Journal of Research on Technology in Education, 26(3), 92.
  • Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in digital game-based learning. ReCALL, 27(1), 38. https://doi.org/10.1017/S0958344014000226
  • Reinhardt, J. (2013). Digital game-mediated foreign language teaching and learning: Myths, realities and opportunities. In M. Derivry-Plard, P. Faure, & C. Brudermann (Eds.), Apprendre les langues à l’université au 21ème siècle [Learning languages at university in the 21st century] (pp. 161-178). Riveneuve.
  • Reinhardt, J., & Sykes, J. M. (2012). Conceptualizing digital game-mediated L2 learning and pedagogy: Game-enhanced and game-based research and practice. In H. Reinders (Ed.), Digital games in language learning and teaching (pp. 32-49). Palgrave Macmillan.
  • Sardone, N. B. (2018). Attitudes toward game adoption: Pre-service teachers consider game based teaching and learning. International Journal of Game-Based Learning, 8(3), 1. https://doi.org/10.4018/IJGBL.2018070101
  • Schrader, P. G., Zheng, D., & Young, M. (2006). Teachers’ perceptions of video games: MMOGs and the future of pre-service teacher education. Innovate: Journal of Online Education, 2(3).
  • Spires, H. A., & Lester, J. C. (2016). Game-based learning: Creating a multidisciplinary community of inquiry. On the Horizon, 24(1), 88. https://doi.org/10.1108/OTH-08-2015-0052
  • Sundqvist, P., & Wikström, P. (2015). Out-of-school digital gameplay and in-school L2 English vocabulary outcomes. System, 51, 65. https://doi.org/10.1016/j.system.2015.04.001
  • Steel, A. (2020). LEVEL UP!: Japanese second language acquisition in the classroom through video games (Unpublished master’s thesis). University of Washington, Seattle, WA, USA.
  • Sykes, J. M. (2018). Digital games and language teaching and learning. Foreign Language Annals, 51(1), 219. https://doi.org/10.1111/flan.12325
  • Thorne, S. L. (2008). Transcultural communication in open Internet environments and massively multiplayer online games. In Magnan, S. (Ed.), Mediating discourse online (pp. 305-327). John Benjamins.
  • Uluay, G., & Dogan, A. (2020). Pre-service science teachers’ learning and teaching experiences with digital games: KODU Game Lab. Journal of Education in Science Environment and Health, 6(2), 105. https://doi.org/10.21891/jeseh.668961
  • Utami, C. P., & Bharati, D. A. L. (2020). Teachers’ perceptions, planning, and ımplementation of game-based learning in English extracurricular program: A case of Smp 40 Semarang. English Education Journal, 10(3), 307.
  • Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. Educause Review, 41(2), 1.
  • Van Eck, R. (2009). A guide to integrating COTS games into your classroom. In R.E. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 179-199). IGI Global.
  • Watson, W., Yang, S., & Ruggiero, D. (2016). Games in schools: Teachers’ perceptions of barriers to game-based learning. Journal of Interactive Learning Research, 27(2),153.
  • 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. https://doi.org/10.4018/ijopcd.2013100102
  • Wu, M. L. (2015). Teachers’ experience, attitudes, self-efficacy and perceived barriers to the use of digital game-based learning: A survey study through the lens of a typology of educational digital games (Unpublished doctoral dissertation). Michigan State University, East Lansing, MI, USA.
  • Xie, J., Wang, M., & Hooshyar, D. (2021). Student, parent, and teacher perceptions towards digital educational games: How they differ and influence each other. Knowledge Management & E-Learning: An International Journal, 13(2), 142. https://doi.org/10.34105/j.kmel.2021.13.008
  • Yıldırım, A., & Şimşek, H. (2013). Sosyal bilimlerde nitel araştırma yöntemleri (9. Baskı). Seçkin Yayıncılık.
  • Yong, S. T., Gates, P., & Harrison, I. (2016). Digital games and learning mathematics: Student, teacher and parent perspectives. International Journal of Serious Games, 3(4), 55. https://doi.org/10.17083/ijsg.v3i4.112
Toplam 72 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Eğitim Üzerine Çalışmalar
Bölüm Makaleler
Yazarlar

Seda Musaoğlu Aydın 0000-0002-2347-0553

Nur Çakır 0000-0003-3651-6183

Erken Görünüm Tarihi 6 Ocak 2022
Yayımlanma Tarihi 30 Haziran 2022
Gönderilme Tarihi 4 Eylül 2021
Yayımlandığı Sayı Yıl 2022 Cilt: 18 Sayı: 1

Kaynak Göster

APA Musaoğlu Aydın, S., & Çakır, N. (2022). Integrating Commercial-off-the-Shelf Games into Language Classroom: PCaRD Experience of Two English Language Teachers. Eğitimde Kuram Ve Uygulama, 18(1), 1-11. https://doi.org/10.17244/eku.982955