Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 30238
Using Serious Games to Improve the Preparation of Pre-Service Teachers in Bulgaria

Authors: Rumyana Peytcheva-Forsyth, Blagovesna Yovkova

Abstract:

This paper presents the outcomes of a qualitative study which aims to investigate the pedagogical potentials of serious games in the preparation of future teachers. The authors discuss the existing problems and barriers associated with the organization of teaching practices in Bulgaria as part of the pre-service teacher training, as well as the attitudes and perceptions of the interviewed academics, teachers and trainees concerning the integration of serious games in the teaching practicum. The study outcomes strongly confirm the positive attitudes of the respondents to the introduction of virtual learning environments for the development of professional skills of future teachers as a supplement to the traditional forms of education. Through the inclusion of serious games it is expected to improve the quality of practical training of pre-service teachers as they overcome many of the problems identified in the existing teaching practices. The outcomes of the study will inform the design of the educational simulation software which is part of the project SimAula Tomorrow's Teachers Training.

Keywords: Serious Games, Simulations, pre-service teacher training, virtual practicum

Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1331841

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1291

References:


[1] S. De Freitas, Learning in immersive worlds: a review of game-based learning. Bristol, England: JISC, 2006.
[2] K. Kiili, "Digital Game-Based Learning: Towards an Experiential Gaming Model". In The Internet and Higher Education, vol. 8, pp. 13- 24, 2005.
[3] M. Prensky, Digital Game-Based Learning. New York: McGraw-Hill, 2001.
[4] L. Rieber, "Multimedia learning in games, simulations, and microworlds". In The Cambridge Handbook of Multimedia Learning (Mayer, R.E. ed.), pp. 549-567, 2005.
[5] D. Gibson," A complex systems framework for simulating teaching and learning". in: Freitas S., P. Mahard, Digital games and learning. Replika Press Pvt Ltd, 2011.
[6] S. Baden, A practical guide to using second life in higher education. Open University press, 2010.
[7] B. Wilson, "What is a constructivist learning environment?" In: B.Wilson, Constructivist Learning Environments: Case Studies in Instructional Design. Englewoods Cliffts, NJ: Educational Technology Publications, 1996.
[8] M. Younis, C. Loh, "Integrating serious games in higher education programs.", Retrieved Oct. 2011 from http://www.csloh.com/research / pdf/2010_Younis_Loh.pdf.