CITE Journal Volume 16, Number 4, ISSN 1528-5804 Publisher: Society for Information Technology & Teacher Education, Waynesville, NC USA
Science teachers’ experiences, attitudes, perceptions, concerns, and support needs related to the use of educational computer games were investigated in this study. Data were collected from an online survey, which was completed by 111 science teachers. The results showed that 73% of participants had used computer games in teaching. Participants who had used computer games in teaching had more positive attitudes toward the use of educational computer games in the classroom than those who had not used games. Middle school teachers were more confident and reported a higher level of perceived benefits than did high school teachers. Potential distractions appeared to be the major concern the participants had about using computer games in the classroom. The major barriers to integrating educational computer games into the classroom included lack of computers, lack of time, time needed for preparation for school and national high-stakes testing, and lack of knowledge about science games. Participants indicated their greatest needs were computers and access to trial versions of games to integrate educational computer games effectively in their classrooms. Participants reported that a computer game must be aligned with state and national standards, free, compatible with school computers, fun, challenging, proven to be effective, and easy to use in order to be used in their classroom.
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 and Teacher Education, 16(4), 415-433. Waynesville, NC USA: Society for Information Technology & Teacher Education. Retrieved March 19, 2019 from https://www.learntechlib.org/primary/p/172692/.
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