PICKA, Karel, Martin DOSEDLA, Jiří HRBÁČEK and Zdeněk HODIS. Teachers’ experience with digital games in Czech primary schools. Entertainment Computing. Elsevier B.V., 2022, vol. 42, article number 100483, p. 1-10. ISSN 1875-9521. Available from: https://dx.doi.org/10.1016/j.entcom.2022.100483.
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Basic information
Original name Teachers’ experience with digital games in Czech primary schools
Authors PICKA, Karel (203 Czech Republic, guarantor, belonging to the institution), Martin DOSEDLA (203 Czech Republic, belonging to the institution), Jiří HRBÁČEK (203 Czech Republic, belonging to the institution) and Zdeněk HODIS (203 Czech Republic, belonging to the institution).
Edition Entertainment Computing, Elsevier B.V. 2022, 1875-9521.
Other information
Original language English
Type of outcome Article in a journal
Field of Study 50301 Education, general; including training, pedagogy, didactics [and education systems]
Country of publisher United States of America
Confidentiality degree is not subject to a state or trade secret
WWW URL
Impact factor Impact factor: 2.800
RIV identification code RIV/00216224:14410/22:00125607
Organization unit Faculty of Education
Doi http://dx.doi.org/10.1016/j.entcom.2022.100483
UT WoS 000797065200002
Keywords in English Digital games; Game based learning; Games and motivation; Games in school
Tags International impact, Reviewed
Changed by Changed by: Mgr. Daniela Marcollová, učo 111148. Changed: 24/2/2023 12:20.
Abstract
The article deals with the issue of using computer games in education in primary schools. Our quantitative survey of 586 primary school teachers from the Czech Republic focuses on the teachers’ experience with the use of computer games in teaching. Our goal was to determine the teachers’ attitudes to the use of these games in their practice, the degree of involvement of the games in the educational process, and the analysis of the relationships between the games, the educational curriculum, and pupils. Our research also examines issues preventing a greater use of digital games in education. Quantitative research was conducted by a questionnaire survey, was disseminated online and the subsequent analysis was performed using the software SPSS version 24. The results say that half of the respondents use digital games in their teaching. Most respondents use games created for the educational environment and as a means to introduce a new teaching material, or to verify students' knowledge. The biggest problem that respondents identify is the lack of information and methodological and didactic materials, or insufficient technical equipment. This study presents the first larger data sample regarding the use of digital games by teachers in the Czech Republic.
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