Developing Educator-Specific Digital Competences With Serious Game Design

Developing Educator-Specific Digital Competences With Serious Game Design

DOI: 10.4018/978-1-6684-9166-9.ch003
OnDemand:
(Individual Chapters)
Available
$37.50
No Current Special Offers
TOTAL SAVINGS: $37.50

Abstract

In today's fast-paced digital world, equipping pre-service teachers with educator-specific digital literacy competencies is crucial to their ability to adapt to changes and effectively teach and guide their students. This chapter presents an innovative approach to teaching digital competencies to pre-service teachers, utilizing game design-based learning, trialogical learning, and problem-based learning principles. In this approach, students collaborate in groups to develop an educational computer game and work with their colleagues from other faculty. Authors describe each phase of game development and frame it in the broader context of the acquisition of digital competences defined in the DigCompEdu competences framework for teacher education students. Since creating an educational computer game is a complex process, the authors propose the use of a project management tool to manage the different project work phases, describe the selection process and provide an overview of its utilization.
Chapter Preview
Top

Introduction

As digital technology evolves and changes all aspects of our lives, its role in education becomes increasingly important (Raja & Nagasrumani, 2018; Singh, 2021). Numerous studies have demonstrated that the proper use of digital technologies in the learning process can significantly enhance student engagement, personalize learning, provide access to information, facilitate collaborative learning, and increase flexibility (Resta & Laferrière, 2007; Ng, 2015; Pinto & Leite, 2020; Schmid et al., 2022). The use of digital technologies in the learning process has many benefits, but it also places a significant responsibility on teachers to ensure that these technologies are integrated effectively (Sarker et al., 2019). Today's students have grown up with the constant presence of digital technologies, but this does not mean that they are equipped with the appropriate skills to use them effectively and consciously (Redecker, 2017). The teacher's job is to provide students with the digital literacy skills needed to succeed in 21st century society. However, this is not just about acquiring knowledge of how to use a particular piece of software. Rather, it's about developing critical thinking, problem-solving skills, and learning strategies that enable students to adapt to the fast-paced and ever-evolving digital landscape (Ester van Laar et al., 2017). These are challenges that only a properly trained teacher will be able to address (Ramírez-Montoya et al., 2017). Therefore, it is critical that student teachers acquire the skills necessary to integrate digital technologies into the learning process, while also knowing how to teach digital literacy to their students (Instefjord & Munthe, 2017).

There are several theoretical frameworks that define digital competences (Kelentrić et al., 2018), but for teachers the set of competences is different than for others because it focuses on how to use digital technology in an educational context (Røkenes & Krumsvik, 2014). The competency framework that addresses this aspect is DigCompEdu, as it focuses on the knowledge, skills and attitudes for the use of digital technologies in education (Redecker, 2017; Ghomi & Redecker, 2019). It defines six competency areas: professional engagement, digital resources, teaching and learning, assessment, and empowering learners, and offers explanations of how and in what areas of pedagogical practice the integration of technology and learning can be applied (Ghomi & Redecker, 2019).

Despite the overall quality of the competency framework offered by DigCompEdu, experience shows that teachers face many constraints that make it difficult for them to use digital technologies. The OECD report points out that teacher education programs do not provide practical knowledge about the technology-enhanced pedagogical process and consequently do not provide prospective teachers with the necessary qualifications and skills to use digital technologies in the classroom (OECD, 2017). This problem is also highlighted by other authors (Krumsvik, 2014) who note that teachers leave teacher pre-training programs without having acquired the appropriate digital competencies. They also point to the mismatch between the skill mastery requirements of their teaching profession and the training they received as part of their education. This is particularly problematic as research shows that the digital competencies teachers acquire during their studies influence the way they will use digital technologies in their work (Agyei & Voogt, 2011).

Key Terms in this Chapter

Computer-Supported Collaborative Learning: An educational approach where participants utilize computer technology to collaborate, exchange ideas, and collectively construct knowledge throughout the learning process.

Game Development Tool: A software application or framework designed to assist in designing and programming computer games.

Game-Design Based Learning: A form of Computer-Supported Collaborative Learning where students use a game development framework to design or modify games.

Game-Based Learning: The use of games in educational settings to enhance learning outcomes.

Trialogical Learning: Trialogical learning is a collaborative approach to learning where students engage in a systematic process of developing or modifying shared knowledge artifacts in a systematic process.

Project Management Tool: A software that facilitates efficient planning, tracking, and management of projects.

Problem Based Learning: Teaching method that promotes learning by utilizing real-world problems.

Complete Chapter List

Search this Book:
Reset