The Future of Education

Edition 14

Accepted Abstracts

Videogames for Teachers: An Analysis of Videogames for Education

Vida Drąsutė, Kaunas University of Technology (Lithuania)

Gintarė Dzindzelėtaitė, Kaunas University of Technology (Lithuania)

Neringa Kelpšaitė, Kaunas University of Technology (Lithuania)

Sigitas Drąsutis, Kaunas University of Technology (Lithuania)

Abstract

Since 2003, after the movement/initiative related to videogames, people have started to create and use them for teaching and training purposes. In fact, the way educators meet the needs of the Y generation has changed and they are suggested new methods for teaching by using video games and apps. Nevertheless, during the Communication Opening up Education (2013), the Commission highlighted that most of the teachers still do not consider themselves as 'digitally confident' or able to teach using digital solutions at their full potential. Even if a high percentage (around 70%) of them is interested in using innovative digital based approaches, still there is the need to promote more trainings to provide them with skills and competences on ICTs and on how to use videogames in the educational field.
This article focus on the analysis of game-based teaching and videogames used as practical tools for the improvement of education and students’ motivation. The article presents the analysis made during an international Erasmus+ KA2 Strategical partnership “Videogames for Teachers“ project and also good practices related to the usage of gamification in “Devbridge Group“, which is a Chicago-based digital products company. The aim of using the games in educational process is to empower future educators to use educational video games and apps in terms of development of essential emotional and intellectual skills that support academic achievement.
In this article authors present reviews of educational video games and apps according to their adaptability in education as well as share the benefit of them that could be used by future teachers in their lessons. Moreover, these reviews are provided in consideration with business sector where video games have already been used for pupils in order to teach them coding and basics of programming. The outcomes of this will be highlighted in the article as well as the lessons learned and reflection on successful implementation of wellness strategies for supporting social and emotional learning.

Keywords: Videogames in education, videogames for teachers,  gamification, game-based learning/teaching, educational videogames.

References:

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