TY - JOUR
T1 - Probing the structural relationships between teachers’ beliefs about game-based teaching and their perceptions of technological pedagogical and content knowledge of games
AU - Hsu, Chung Yuan
AU - Liang, Jyh Chong
AU - Tsai, Meng Jung
N1 - Publisher Copyright:
© 2020, © 2020 Technology, Pedagogy and Education Association.
PY - 2020/5/26
Y1 - 2020/5/26
N2 - The aim of this study was, first, to validate the instruments of Technological Pedagogical Content Knowledge-Games (TPACK-Games) and the Game-based-learning Teaching Belief Scale (GTBS). Second, a series of analyses were conducted to examine differences and relationships among the factors of the TPACK-Games and GTBS, in terms of different school levels. A total of 384 junior high school and elementary school teachers were recruited to complete the surveys. The study found that the TPACK-Games and GTBS surveys were valid and reliable instruments. Further, in comparison with teachers in junior high school, elementary school teachers tended to have higher self-efficacy in game pedagogical knowledge (GPK) and game pedagogical content knowledge (GPCK). They also demonstrated stronger beliefs, confidence and motivation to use games in their classes. Teachers’ GPK was the most influential factor in predicting their GPCK, and GPCK further positively predicted their beliefs, confidence and motivation in using games in class.
AB - The aim of this study was, first, to validate the instruments of Technological Pedagogical Content Knowledge-Games (TPACK-Games) and the Game-based-learning Teaching Belief Scale (GTBS). Second, a series of analyses were conducted to examine differences and relationships among the factors of the TPACK-Games and GTBS, in terms of different school levels. A total of 384 junior high school and elementary school teachers were recruited to complete the surveys. The study found that the TPACK-Games and GTBS surveys were valid and reliable instruments. Further, in comparison with teachers in junior high school, elementary school teachers tended to have higher self-efficacy in game pedagogical knowledge (GPK) and game pedagogical content knowledge (GPCK). They also demonstrated stronger beliefs, confidence and motivation to use games in their classes. Teachers’ GPK was the most influential factor in predicting their GPCK, and GPCK further positively predicted their beliefs, confidence and motivation in using games in class.
KW - Pedagogical issues
KW - improving classroom teaching
KW - interactive learning environments
KW - teaching/learning strategies
UR - http://www.scopus.com/inward/record.url?scp=85083793597&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85083793597&partnerID=8YFLogxK
U2 - 10.1080/1475939X.2020.1752296
DO - 10.1080/1475939X.2020.1752296
M3 - Article
AN - SCOPUS:85083793597
SN - 1475-939X
VL - 29
SP - 297
EP - 309
JO - Technology, Pedagogy and Education
JF - Technology, Pedagogy and Education
IS - 3
ER -