Digital games-based teaching in swedish compulsory and upper secondary schools

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Abstract

The interest in research around digital games in education has been significant; however, the integration of games in teaching and teachers´ practice-based use is still somewhat an unexplored area. In this study, we investigate digital game implementation practices and challenges of teachers in Swedish compulsory and upper secondary schools and investigate how factors such as age, gender, and teaching-gaming background may influence digital game-based teaching practices. This study is the first to collect a comprehensive set of data in the Swedish context. Data were collected during March and April 2019 through an online survey consisting of 37 questions from 181 respondents. Our findings show that teachers in our sample apply gamification tools and a variety of digital games across different subject areas, typically to motivate student and practice knowledge. We find that slightly more females use gamification tools and educational games than males while males and young teachers are more likely to use entertainment games for teaching. Teachers report motivational and cognitive outcomes of digital games-based learning but perceive games as less effective for teaching communicative and analytical skills. The access to good quality resources applicable to the curriculum is a concern among all the teachers. However, teachers new to digital games-based teaching are mostly concerned about the integration of games and their unfamiliarity with game-related technologies. Teachers with experience in the area are mostly concerned about game costs, access to good quality resources and preparation time. Future work will include a broader analysis of the data and results may be used to support the customization of game-based teaching tools and professional development programs to meet the needs of teachers.

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APA

Mathe, M., Verhagen, H., & Wiklund, M. (2019). Digital games-based teaching in swedish compulsory and upper secondary schools. In Proceedings of the European Conference on Games-based Learning (Vol. 2019-October, pp. 503–511). Dechema e.V. https://doi.org/10.34190/GBL.19.079

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