The use of Digital Game-Based Learning (DGBL) in teachers’ training: a scoping review

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Abstract

Taking care of teachers’ competencies is essential to determine a satisfactory level of quality in teaching, with a crucial impact on the proper functioning of educational services. In order to be effective, this training must consider the most recent developments in the field of technology-enhanced learning, such as Digital Game-Based Learning (DGBL). Although research in the educational field has shown that DGBL enhances learning processes, promoting learning by doing and cooperative learning as well, with all their positive effects, there is still a paucity of studies on the subject; hence, the intrinsic reason for the present investigation. This review aims to fill this gap, analyzing studies that explore DGBL for teacher training and/or teacher attitude toward using DGBL in their professional activity. We searched the following bibliographic databases: Scopus, ERIC, and Web of Science. After an accurate screening, 20 papers have been selected and included. Main results returned a clear framework of what the current literature presents as effective DGBL training for teachers and pre-service teachers and of facilitators and barriers that impact teachers’ attitudes toward the use of DGBL at school.

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Ragni, B., Toto, G. A., di Furia, M., Lavanga, A., & Limone, P. (2023). The use of Digital Game-Based Learning (DGBL) in teachers’ training: a scoping review. Frontiers in Education. Frontiers Media S.A. https://doi.org/10.3389/feduc.2023.1092022

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