تعداد نشریات | 41 |
تعداد شمارهها | 1,113 |
تعداد مقالات | 9,524 |
تعداد مشاهده مقاله | 17,174,883 |
تعداد دریافت فایل اصل مقاله | 12,024,125 |
هنجاریابی مقیاس دانش محتوایی تربیتی بازیهای دیجیتال در بین دبیران مدارس متوسطه | ||
فصلنامه علمی پژوهش در یادگیری آموزشگاهی و مجازی | ||
مقاله 1، دوره 7، شماره 4 - شماره پیاپی 28، خرداد 1399، صفحه 9-20 اصل مقاله (271.51 K) | ||
نوع مقاله: پژوهشی | ||
شناسه دیجیتال (DOI): 10.30473/etl.2020.52198.3197 | ||
نویسندگان | ||
سیما علی زاده* 1؛ محمدرضا سرمدی2؛ محمدحسن صیف3؛ سعید مظلومیان3 | ||
1دانشجوی دکترای، برنامه ریزی آموزش از دور، دانشگاه پیام نور، تهران، ایران | ||
2استاد، گروه علوم تربیتی، دانشگاه پیام نور | ||
3دانشیار، گروه علوم تربیتی، دانشگاه پیام نور | ||
چکیده | ||
این پژوهش با هدف هنجاریابی مقیاس دانش محتوای تربیتی معلمان مدارس متوسطه ارومیه در استفاده از بازیهای دیجیتال انجام شد. پژوهش حاضر از نظر روش، همبستگی است. جامعه آماری پژوهش شامل تمامی معلمان مدارس متوسطه شهر ارومیه است. در این پژوهش، از بین نواحی آموزش و پرورش، به صورت تصادفی، ناحیه دو انتخاب و سپس با استفاده از روش نمونهگیری طبقهای نسبی، پرسشنامهها بین معلمان مدارس متوسطه ناحیه 2 توزیع شد. برای سنجش دانش محتوای تربیتی در استفاده از بازیهای دیجیتال از پرسشنامه سو و همکاران (۲۰۱۳) استفاده و در نهایت دادههای جمعآوری شده از طریق آزمون آماری تحلیل عاملی تاییدی بررسی شد. در تحلیل عاملی تاییدی، مقادیر شاخصهای نیکویی برازش، بیانگر برازش خوب مدل بود؛ همچنین نتایج نشان داد که همه گویههای مقیاس دانش محتوای تربیتی معلمان مدارس متوسطه ارومیه در استفاده از بازیهای دیجیتال بار عاملی مورد قبول داشتند و هیچکدام از گویهها از پرسشنامه سو و همکاران (۲۰۱۳) حذف نشد؛ لازم به ذکر است که در خرده مقیاس دانش بازی، گویه ۱ با بار عاملی (۷۷۹/0)، در خرده مقیاس دانش تربیتی بازی، گویه ۹ با بار عاملی (۷۴۵/0) و در خرده مقیاس دانش محتوایی بازی، گویه ۱۲ با بار عاملی (۷۶۱/0)، به عنوان مهمترین گویههای مربوط به هریک از مولفههای دانش بازی، دانش تربیتی بازی و دانش محتوایی بازی به حساب میآید.مقیاس دانش محتوای تربیتی معلمان مدارس متوسطه شهرستان ارومیه در استفاده از بازیهای دیجیتالی از روایی محتوایی و سازهای مطلوب برخوردار است و میتوان از آن برای ارزیابی دانش محتوایی تربیتی سایر مدارس متوسطه در استفاده از بازیهای دیجیتالی استفاده کرد. | ||
کلیدواژهها | ||
هنجاریابی؛ دانش محتوایی تربیتی بازی؛ دانش بازی؛ دانش تربیتی بازی؛ دانش محتوایی بازی | ||
عنوان مقاله [English] | ||
Standardizing Pedagogical Content Knowledge Scale of Digital Games Among High School Teachers | ||
نویسندگان [English] | ||
sima alizadeh1؛ MohammadReza Sarmadi2؛ Mohammad Hassan Seif3؛ Saeid Mazloumian3 | ||
1Ph.D. Student, Distance Education Planning, Payame Noor University,Tehran,Iran | ||
2Professor, Department of Educational Science, Payame Noor University | ||
3Associate Professor, Department of Educational Scince, Payame Noor Univercity | ||
چکیده [English] | ||
This study was conducted with the aim of standardizing the Pedagogical content knowledge scale of high school teachers in using digital games.The present study is a correlational study with the statistical population including all high school teachers in Urmia. In this study, two areas were selected randomly from education districts and then Questionnaires were distributed among high school teachers in district 2 using the relative stratified sampling method.To assess the Pedagogical content knowledge of digital games the questionnaire of Sue et al (2013) was used. Finally, the data were analyzed through confirmatory factor analysis statistical test. In confirmatory factor analysis, the goodness of fit indices showed good fit of the model. The results also showed that all items of Urmia High School Teachers' Pedagogical Content Knowledge Scale were acceptable in using factor loaded digital games.And none of the items were removed from the Sue et al.Questionnaire (2013). It should be noted that in the subscale of game knowledge, item 1 with factor loadings (0/779) , in the subscale of Pedagogical game knowledge, item 9 with factor loadings (0/745) , in the subscale of game content knowledge, factor 12 with operating load (0/761) is considered to be the most relevant items for each component of game knowledge, Pedagogical game knowledge, and game content knowledge. The Pedagogical content knowledge of high school teachers in the city of Urmia in using digital games has a good content and structural validity and can be used to evaluate the Pedagogical content knowledge of other high schools in using digital games. | ||
کلیدواژهها [English] | ||
Standardization, Game Pedagogical Content Knowledge, Game Knowledge, Game Pedagogical Knowledge, Game Content Knowledge | ||
مراجع | ||
آقازاده، محرم؛ دبیری اصفهانی، عذرا (1380). اندیشههای نوین در آموزش و پرورش. تهران: انتشارات آییژ. رستگار، احمد (1395). مدل علّی روابط باورهای هوشی و پذیرش فناوری اطلاعات و ارتباطات: نقش واسطهای اهداف پیشرفت، اضطراب رایانه و خودکارآمدی رایانه. فصلنامه علمی پژوهشی پژوهش در یادگیری آموزشگاهی و مجازی، سال چهارم، شماره دوم (پیاپی 14)، پاییز 1395 (ص81-91). شکوهی، غلامحسین (1368). مبانی اصول آموزش و پرورش. مشهد: موسسه چاپ و انتشارات آستان قدس رضوی. صیف، محمد حسن؛ رستگار، احمد؛ ظهیری، اعظم (1396). ارائه مدل علّی نقش عوامل مؤثر بر دانش محتوایی تربیتی فناوری دبیران. فصلنامه علمی – پژوهشی پژوهش در یادگیری آموزشگاهی و مجازی، سال پنجم، شماره سوم (پیاپی 19)، زمستان 1396 (ص73-84). نگهداری، سمیه؛ صیف، محمد حسن؛ فرج اللهی، مهران؛ رستگار، احمد (1397). ارائۀ مدل علی یادگیری ادراک شده مبتنی بر بازیهای دیجیتال. فصلنامه علمی پژوهشی پژوهش در یادگیری آموزشگاهی و مجازی، سال ششم، شماره اول (پیاپی 21)، تابستان 1397 (ص103-117).
Açıkgül, k., Aslaner, R. (2019). Effects of Geogebra supported micro teaching applications and technological pedagogical content knowledge (TPACK) game practices on the TPACK levels of prospective teachers. Education and Information Technologies, 1-25. doi: https://doi.-org/10.1007/s10639-019-10044-y.
Achim, N.A & ALKssim, A. (2015). Computer usage: the impact of computer anxiety and computer selfefficacy. Procedia - Social and Behavioral Sciences, 172 (2015) 701 – 708.
An, Y.-J., and L. Cao. 2017. “The Effects of Game Design Experience on Teachers’ Attitudes and Perceptions regarding the Use of Digital Games in the Classroom.” TechTrends 61 (2): 162–170. doi: 10.1007/ s11528-016-0122-8.
Bonanno, P., & Kommers, P. (2008). Exploring the influence of gender and gaming competence on attitudes towards using instructional games. British Journal of Educational Technology, 39, 97-109. doi: 10.1111/j.1467-535.2007.00732.x.
Bourgonjon, J., Valcke, M., Soetaert, R., De Wever, B., & Schellens, T. (2011). Parental acceptance of digital game-based learning. Computers & Education, 1434-1444. doi: 10. 1016/j.compedu.2010.12.012
Boyle, E. A., E. W. MacArthur, T. M. Connolly, T. Hainey, M. Manea, A. Kärki, and P. van Rosmalen. (2014). “A Narrative Literature Review of Games, Animations and Simulations to Teach Research Methods and Statistics.” Computers & Education 74: 1–14. doi: 10.1016/j.compedu.2014.01.004.
Cam, S., Koç, G. (2019). Technological Pedagogical Content Knowledge Practices in Higher Education: First Impressions of Pre service Teachers. Technology, Knowledge and Learning, 1434-1444. doi: https://doi.org/10.1007/-s10758-019-09430-9.
Chai, C. S., Koh, J. H. L., Tsai, C-C., & Tan, L. L. W. (2011). Modeling primary school pre-service teachers’ Technological Pedagogical Content Knowledge (TPACK) for meaningful learning with information and communication technology (ICT). Computers & Education, 57 (1), 1184-1193.
Clark, D. B., E. E. Tanner-Smith, and S. S. Killingsworth. (2016). “Digital Games, Design, and Learning: A Systematic Review and Meta-analysis.” Review of Educational Research 86 (1): 79–122. doi: 10.3102/0034654315582065.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey,T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59 (2), 661-686.
Cózar-Gutiérrez, R., and J. M. Sáez-López. (2016). “Game-based Learning and Gamification in Initial Teacher Training in the Social Sciences: An Experiment with MinecraftEdu.” International Journal of Educational Technology in Higher Education 13 (2). doi: 10.1186/s41239-016-0003-4.
Delgado-Rebolledo, R., Zakaryan, D. (2020). Relationships Between the Knowledge of Practices in Mathematics and the Pedagogical Content Knowledge of a Mathematics Lecturer. International Journal of Science and Mathematics Education, 567-587. doi: https://doi.-org/10.1007/s10763-019-09977-0.
Dong, Y., Xu, C., Chai, C., Zhai, X. (2019). Exploring the Structural Relationship among Teachers’ Techno stress, Technological Pedagogical Content Knowledge (TPACK), Computer Self-efficacy and School Support. Asia-Pacific Edu Res, 1434-1444. doi: https://doi.org/10.1007/s40299-019-00461-5.
Doyle, A., Seery, N., Gumaelius, L., Canty, D. (2019). Reconceptualising PCK research in D&T education: proposing methodological framework to investigate enacted practice. Int J Technol Des Educ, 1434-1444. doi: 10.1007/s10798-018-9456-1.
Gee, J. P. (2007). Good video games + good learning: Collected essays on video games, learning and literacy. New York: Peter Lang.
Guillen‑Gamez, F., Mayorga‑Fernandez, M., Bravo‑Agapito, J., Escribano Ortiz, D. (2020). Analysis of Teachers’ Pedagogical Digital Competence: Identification of Factors Predicting Their Acquisition. Technology, Knowledge and Learning, 1434-1444. doi: https://doi.org/10.1007/s10758-019-09432-7.
Graham, Burgoyne, Cantrell, Smith, Clair, Harris. (2009). TPACK Development in Science Teaching: Measuring the TPACK Confidence of In service Science Teachers. Tech Trends, 53, N5, 70-79.
Harris, J. B., Mishra, P., & Koehler, M. J. (2007). Teachers’ technological pedagogical content knowledge: Curriculum-based technology integration reframed. Paper presented at the 2007 Annual Meeting of the American Educational Research Association, Chicago, IL.
Hsiao, H. S., C. S. Chang, C. Y. Lin, and P. M. Hu. (2014). “Development of Children’s Creativity and Manual Skills within Digital Game-based Learning Environment.” Journal of Computer Assisted Learning 30 (4) : 377–395. doi:10.1111/jcal.12057.
Hsu , C. Y., Liangb,c, J. C, Chuangd,T. Y., Chaie, C. S., and Tsaib, C. C. (2020). Probing in-service elementary school teachers’ perceptions of TPACK for games, attitudes towards games, and actual teaching usage: a study of their structural models and teaching experiences. Educational Studies, DOI: 10. 1080/03055698.2020.1729099
Hsu, C. Y., Liang, J. C., & Ching, C. (2013). Exploring Preschool Teacher's’ Technological Pedagogical Content Knowledge Of Educational Games. Educational Computing Research, Vol. 49 (4) 461-479.
Hsu, C.-Y., J.-C. Liang, and Y.-C. Su. (2015). “The Role of the TPACK in Game-based Teaching: Does Instructional Sequence Matter?” The Asia-Pacific Education Researcher 24: 463–470. doi:10.1007/s40299-014-0221-2.
Hsu, C.-Y., Tsai, M.-J., Chang, Y.-H., & Liang, J.-C. (2017). Surveying In-Service Teachers’ Beliefs about Game-Based Learning and Perceptions of Technological Pedagogical and Content Knowledge of Games. Educational Technology & Society, 20 (1), 134–143.
Huizenga, J. C., G. T. M. Ten Dam, J. M. Voogt, and W. F. Admiraal. (2017). “Teacher Perceptions of the Value of Game-based Learning in Secondary Education.” Computers & Education 110: 105–115. doi:10.1016/j.com-pedu.2017.03.008.
Hwang, G.-J., and C.-H. Chen. (2017). “Influences of an Inquiry-based Ubiquitous Gaming Design on Students’ Learning Achievements, Motivation, Behavioral Patterns, and Tendency Towards Critical Thinking and Problem Solving.” British Journal of Educational Technology 48 (4) : 950–971. doi:10.1111/bjet.12464.
Jayatilleke, A., Shah, M. (2020). Examining the Technological Pedagogical Content Characteristics of Games for Medical Education. Medical Science Educator. doi: https://doi.org/-10.1007/s40670-019-00891-2.
Ketelhut, D. J., and C. C. Schifter. (2011). “Teachers and Game-based Learning: Improving Understanding of How to Increase Efficacy of Adoption.” Computers & Education 56 (2): 539–546. doi: 10.1016/ j. compedu. 2010.10.002.
Koehler, M. J., & Mishra, P. (2005). What happens when teachers design educational technology? The development of technological pedagogical content knowledge. Journal of educational computing research, 32 (2) , 131-152.
Koehler, M. J., & Mishra, P. (2006). What happens when teachers design educational technology? The development of technological pedagogical content knowledge. Journal of educational computing research, 32 (2) , 131-152.
Koehler, M., & Mishra, P. (2009). What is technological pedagogical content knowledge (TPACK) ? Contemporary Issues in Technology and Teacher Education,9 (1), 60–70.
Koehler, Mishra, Kereluik, Shin, & Graham. (2014). The Technological Pedagogical Content Knowledge Framework. Handbook of Research on Educational Communications and Technology DOI 10.1007/978-1-4614-3185-5_9, © Springer Science Business Media New York 2014
Koh, J. H. L., Chai, C. S., & Tsai, C.-C. (2013). Examining practicing teachers’ perceptions of technological pedagogical content knowledge (TPACK) pathways: A structural equation modeling approach. Instructional Science, 41, 793-809. doi: 10.1007/ s11251-012-9249-y.
Kumi Asamoah, M. (2019). TPACKEA Model for Teaching and Students’ Learning. Journal of Academic Ethics, 401-421. doi: https:-//doi.org/10.1007/s10805-019-09326-4.
Lee, M. H., & Tsai, C. C. (2010). Exploring teachers’ perceived self-efficacy and technological pedagogical content knowledge with respect to educational use of the World Wide Web. Instructional Science, 38, 1-21. doi: 10. 1007/s11251-008-9075-4
Meletiou-Mavrotheris, M., E. Paparistodemou, and L. Tsouccas. (2018). “Integrating Games into the Early Statistics Classroom: Teachers’ Professional Development on Game-enhanced Learning.” In Statistics in Early Childhood and Primary Education: Supporting Early Statistical and Probabilistic Thinking, edited by A. Leavy, M. Meletiou-Mavrotheris, and E. Paparistodemou, Singapore: Springer Singapore, 275–293.
Mozelius, P., W. Hernandez, J. Sällström, and A. Hellerstedt. (2017). “Teacher Attitudes toward Game-based Learning in History Education.” International Journal of Information and Communication Technologies in Education 6 (4) : 27–35. doi:10.1515/ijicte-2017-0017.
Nousiainen, T., M. Kangas, J. Rikala, and M. Vesisenaho. (2018). “Teacher Competencies in Game-based Pedagogy.” Teaching and Teacher Education 74: 85–97. doi: 10.1016/ j. tate.2018.04.012.
Nunnally. J. C. & Bernstein. I. H. (1994). Psychometric theory (3rd ed) New York: Mc Graw-Hill.
Prensky 1, M. (2001). Digital natives, digital immigrants. On the Horizon, 9 (5) , 1-6. doi:10.1108/10748120110424816
Sahin, Celik, Akturk, & Aydin. (2013). Analysis of Relationships between Technological Pedagogical Content Knowledge and Educational Internet Use. Journal of Digital Learning in Teacher Education. Volume 29 Number 4, 110-118.
Sánchez-Mena, A., J. Martí-Parreño, and J. Aldás-Manzano. (2017). “The Effect of Age on Teachers’ Intention to Use Educational Video Games: A TAM Approach.” Electronic Journal of e-Learning 15:355–366.
Shinas. V.H., Yilmaz. Ozden, Mouza. Klein., Karchmer-Klein, & Glutting. Joseph J. (2013). Examining Domains of Technological Pedagogical Content Knowledge Using Factor Analysis. Journal of Research on Technology in Education. Vol. 45, No. 4, pp. 339–360.
Shin, T., Koehler, M.J., Mishra, P. Schmidt, D., Baran, E., & Thompson, A. (2009). Changing technological pedagogical content knowledge (tpack) through course experiences. Paper presented at the International Conference of the Society for the Information and Technology & Teacher Education.
Shulman, L. S. (1986). Those who understand: Knowledge growth in teaching. Educational Researcher, 15 (2) , 4-14.
Stieler-Hunt, C., and C. Jones. (2019). “A Professional Development Model to Facilitate Teacher Adoption of Interactive, Immersive Digital Games for Classroom Learning.” British Journal of Educational Technology 50 (1) : 264–279. doi:10.1111/bjet.12679.
Swan, K., Lin, L., & van’t Hooft, M. (2008). Teaching with digital technology. In C.Lassonde, R. Michael, and J. Rivera-Wilson (Eds.), Current issues in teacher education (pp. 171-188). Springfield, IL: Charles C. Thomas Publisher, Ltd.
Teed, R. (2012). Game-based learning. Retrieved from:http://serc.carleton. edu/ introgeo/games/-index.html
Tondeur, J., Scherer, R. (2020). Enhancing pre‑service teachers’ technological pedagogical content knowledge (TPACK): a mixed‑ method study. Education Tech Research Dev, 319-343. doi: https://doi.org/10.1007/-s11423-019-09692-1.
Winch, C., & Gingell, J. (2008). Key concepts in the philosophy of education. New York: Rutledge.
Wu , M.L,. (2015). Teachers’ Experience, Attitudes, Self-efficacy and Perceived Barriers to the Use of Digital Game-based Learning: a Survey Study through the Lens of a Typology of Educational Digital Games. A dissertation Submitted to Michigan State University, the degree of Educational Psychology and Educational Technology. UMI Number: 3714969. Published by ProQuest LLC (2015).
Wouters, P., C. van Nimwegen, H. van Oostendorp, and E. D. van der Spek. (2013). “A Meta-analysis of the Cognitive and Motivational Effects of Serious Games.” Journal of Educational Psychology 105 (2): 249–265. doi: 10.1037/a0031311. | ||
آمار تعداد مشاهده مقاله: 1,221 تعداد دریافت فایل اصل مقاله: 708 |