Het gebruik van game-based learning (GBL) wordt erkend als een effectieve onderwijsmethode, maar veel docenten missen de pedagogische vaardigheden om het succesvol toe te passen.Studenten in de lerarenopleiding aan de Hogeschool van Amsterdam worden uitgedaagd om GBL te gebruiken, maar ze ervaren moeilijkheden bij de praktische toepassing ervan. In het kader van een Comenius Teaching Fellows beurs hebben we een cursus over Game Based Pedagogy (GBP) ontwikkeld in verschillende iteraties.In [deze] poster presenteren we de ontwerpaanpak en de resultaten van de tweede ontwerpcycle (Figuur 1): ontwerpprincipen en inhoudelijke thema’s.
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Digital game-based learning (DGBL) can be regarded as a promising teaching pedagogy to prepare students for challenges of the 21st century. However, the incorporation of digital games into K-12 curricula remains limited. Research suggests that a comprehensive understanding of barriers and motivational factors that teachers face when implementing DGBL is needed to ensure that teachers can receive the support required. To delineate suggestions for tailored curricula on game-based pedagogy in teacher education programs, we conducted a study to gain insight into in-service teachers’ perception of DGBL in relation to their previous experience in teaching with DGBL. To achieve our goal, we examined the factors that impede and promote the implementation of DGBL among in-service teachers who are presently pursuing master's level education programs, having in mind that this group of teachers is different from pre-service teachers. Data was collected using an online survey with open- and closed-ended questions. The sample consisted of in-service teachers (n=37) who were enrolled in a master’s course in math education. The data analysis conducted was of a qualitative nature. One significant finding derived from this study is that the level of pedagogical experience in utilizing games as a teaching tool appears to be a crucial factor in understanding the inclination of in-service teachers towards game-based pedagogy. Pedagogical factors were mentioned by teachers at all stages of experience with DGBL, and differences were observed between teachers at different stages. For instance, in-service teachers with experience with DGBL (intermediate and advanced stages) were concerned about being able to maintain focus on the math concepts, the need to adapt the game lesson to students, and the ways to evaluate student learning less experienced teachers were essentially concerned about ways to control the classroom during DGBL and whether the pupils would receive adequate practice in this learning mode. Differences were also noted for other factors between teachers at different stages. Advanced stage teachers did have concerns about game appropriateness for the intended learning; teachers with less experience were concerned about the lack of games (technical factors). Dealing with an existing curriculum and high workload were common aspects for teachers with no or some experience but only teachers with some experience mentioned obstacles related to school organization (structural factors). Teachers with few and some experience referred to the lack of knowledge and competence (personal factors) and that pupils would not take the lessons with games seriously (social factors). This research supports DGBL- practice (i) by adding new knowledge on the factors that can support or constrain the integration of DGBL and its implications for the development of curricula on game-based pedagogy; (ii) by providing suggestions to design and implement meaningful curricula on digital game-based pedagogy for teaching education and training programs.
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Game-based learning (GBL) and gamification can improve the learning experience of students by making learning more fun, interesting, and motivating. However, integrating games in practice is challenging for many teachers as it requires competences that not necessarily are part of their teaching repertoire. Game-based pedagogy (GBP) refers to the teaching methods and learning processes involved in learning with games. Research stresses the need for adequate professional development and teacher education on GBP. However, there is a lack of empirical knowledge on effective methods to prepare pre-service and in-service teachers for using game-based learning. The aim of our research is to gain insight into the design of effective GBP learning experiences for teachers. The guiding research question was: What design elements of a course on GBL impacted in-service teachers' GBP competences and teaching practice? We investigated this question in the context of a teacher education program in the Fall 2023. We conducted an empirical study in which a course on GBL was designed, implemented, and evaluated in practice. The participants were 16 in-service secondary teachers from different disciplines in secondary education, from which 13 agreed to participate in this study, and three course leaders. We investigated participants’ and course leaders’ experiences, participants’ competences in GBP, the impact on participants’ teaching practice and the way design elements contributed to it. The data consisted of participant reflections, transcripts from participants and course leaders’ interviews and answers to a questionnaire. The data was collected and analysed using quantitative and qualitative methods between January and April 2024. Results reveal that in-service teachers’ improved their competences on GBP and increased their use of GBL in practice. Qualitative data analysis provides insight into the course's design elements and on participants’ learning process. This study contributes to GBP-education by offering a possible design solution and framework for developing effective teacher education.
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Using game-based learning (GBL) has a proven potential to be an effective didactical method but it is not easy to implement in practice. Teachers find e.g. difficult to match a particular game dynamics and the curricular goals or to connect with the pedagogical models of particular games.In order to support student-teachers to develop pedagogical knowledge and skills to effectively apply this method we are developing a course about Game Based Pedagogy (GBP) for the teacher education program. This project is a Teaching Fellows Comenius (see (https://www.nro.nl/en/onderzoeksprogrammas/comeniusprogramma/toegekende-projecten).The development and implementation of the course follows a co-creation process in an interdisciplinary team involving high-school teachers, teacher educators and the Smart Education lab for Applied AI.In this workshop we present our first prototype of the course and invite the participants, through hands-on activities to explore some of the games, materials and examples that we developed. This workshop is intended for high school teachers, teacher educators and anyone who is interested in integrating Game-Based Pedagogy into practice.
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Little has been published regarding the training of academic developers themselves to support internationalization of the curriculum (IoC) initiatives. However, higher education institutions around the globe are responding to strategic demands for IoC which prepare students as ‘world-ready’ graduates. We employed qualitative research synthesis to identify recent journal articles which consider current trends in academic development to support IoC. Despite their diversity, we found common themes in the five selected studies. Our discussion and recommendations weave these themes with Betty Leask’s five-stage model of the process of IoC and Cynthia Joseph’s call for a pedagogy of social justice. “This is an Accepted Manuscript of an article published by Taylor & Francis in International Journal for Academic Development on 19/11/15, available online: https://doi.org/10.1080/1360144X.2019.1691559.
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A Europe-wide revival of the idea of bildung as a goal for education has been gaining momentum for a couple of decades. The main idea is that bildung enables teachers, researchers and policy makers “… to explore the ways in which education might be about something more than simply the transmission of our facts and values to the next generation,” to use a quote by Gert Biesta, the Dutch professor of educational theory and pedagogy at the University of Edinburgh. Others often narrow bildung down to a process of becoming a whole person or cultivating one’s self towards civic excellence. Those ideas come from an older tradition with bildung thinkers such as the 19th century Prussian minister of education, Wilhelm von Humboldt, who promoted bildung as a key objective of public education.
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Studies on city‐building games as educational tools show positive results in addressing different learning objectives, but also identify a missing link to reality, as they are mostly computer‐based. Given the differences between existing games and their capabilities, the exact function of these games in an urban planning curriculum is unclear. The city‐building game Cities: Skylines currently has three different versions (Digital, Tabletop, VR). Through an affordance analysis of the game’s three versions, this study analyses how the versions afford four primary knowledge dimensions, and in doing so identifies different educational applications for each version of Cities: Skylines in different planning disciplines. The results show that: (a) the board game is strong in fostering player participation and critical thinking more suited for the social and health studies, public policy, and citizen participation domains of urban planning; (b) the digital version functions as moddable simulator, ensuring familiarity with existing systems and monitoring their effects, useful in logistics and transportation planning; (c) the VR form viscerally involves players in the simulated processes, applicable in design‐focused segments of urban planning, such as sustainable design theory, housing, and land‐use management. The results of this study can help urban planning educators identify possible uses for different versions of Cities: Skylines.
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Het ontwerpen en realiseren van spelonderwijs dat voor iedere leerling betekenisvol en uitdagend is, is een complexe opgave. In dit proces kan een vakdidactisch model de leraar de nodige structuur, houvast en richting bieden. In dit artikel wordt ingegaan op spelgecentreerde modellen die zowel in de sport als het bewegingsonderwijs bruikbaar zijn.
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Wanneer je met je lessen specifieke leerdoelen hebt, zoals tactisch inzicht, regelvaardigheden, of samenwerking, dan hoort daar ook een specifieke aanpak bij. De laatste jaren zijn er in de LO, met name in het buitenland, verschillende modellen ontwikkeld die je hierbij kunnen helpen. Deze aanpak wordt ook wel 'Models-Based Physical Education genoemd”.
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This chapter examines some of the challenges of unlearning anthropocentrism - i.e. the deep-seated cultural, psychological and enacted prejudices of human specialness - in nature-based early childhood education programs. We begin with a critical exploration of recent trends in environmental philosophy and the conservation sciences that seek to move beyond the so-called archaic notions of “wilderness” and “nature” towards more managerial models of human dominion over planetary “ecosystem services.” We suggest the trouble with these discursive moves is that they shirk from the courageous conversations required from environmental education in a time of ecological emergency. We conclude by drawing on research at nature-based schools in the Netherlands and Canada to illustrate the tenacity of anthropocentric “common-sense” and suggest the beginnings of pedagogy of childhoodnatures guided by notions of rewilding and ecological humility. https://doi.org/10.1007/978-3-319-51949-4_40-1 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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