Co-teaching with an immersive digital game: supporting teacher-game instructional partnerships

Research on the use of digital games suggests they can enhance students’ learning; however, teachers often play an important role in mediating gameplay and a game’s educational goals. The purpose of the study was to investigate implementation approaches of nine biology teachers using an immersive di...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Educational technology research and development 2021-06, Vol.69 (3), p.1453-1475
Hauptverfasser: Mutch-Jones, Karen, Boulden, Danielle C., Gasca, Santiago, Lord, Trudi, Wiebe, Eric, Reichsman, Frieda
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 1475
container_issue 3
container_start_page 1453
container_title Educational technology research and development
container_volume 69
creator Mutch-Jones, Karen
Boulden, Danielle C.
Gasca, Santiago
Lord, Trudi
Wiebe, Eric
Reichsman, Frieda
description Research on the use of digital games suggests they can enhance students’ learning; however, teachers often play an important role in mediating gameplay and a game’s educational goals. The purpose of the study was to investigate implementation approaches of nine biology teachers using an immersive digital game in their science classes, focusing on factors that contributed to their ability to instruct with the game, and how their enactment of the game influenced the class experience. Analysis of teacher data, which included daily feedback and pre- and post-implementation surveys, multiple classroom observations, teaching artifacts, and an extended interview, identified a range of individual instructional decisions as well as similarities and differences across the cohort. Most notably, a pattern of instructional orchestration emerged, resembling co-teaching—a reciprocal and supportive “relationship” between the teacher and the game. The game informed teachers’ thinking about their genetics curriculum and enhanced their instructional practice, while teachers leveraged digital tools to shape students’ gameplay and to improve on what the game offered. Key descriptive findings are discussed, identifying digital game features that may improve teacher instruction with games in classrooms.
doi_str_mv 10.1007/s11423-021-10000-z
format Article
fullrecord <record><control><sourceid>gale_proqu</sourceid><recordid>TN_cdi_proquest_journals_2548895196</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><galeid>A713963731</galeid><ericid>EJ1302859</ericid><sourcerecordid>A713963731</sourcerecordid><originalsourceid>FETCH-LOGICAL-c380t-eb2281b56734bcd462392d56d8d4f100f15bc69bb3d870371acdbef2908241843</originalsourceid><addsrcrecordid>eNp9kEtLAzEUhQdRsFb_gCAMuE7NTSaZjDsp9UXBjW4NmUxmGuk8TFLF_nrTjuhOskhuzvku954kOQc8A4zzKw-QEYowARRrjNH2IJkAYxxxhuEwvnFGEHBSHCcn3r_tPDkXk-R13qNglF7Zrkk_bVilqktt2xrn7YdJK9vYoNZpo1pznfrNMPQu7Kx7xji0E1Lb-eA2Oti-i95BudBFfmUHf5oc1WrtzdnPPU1ebhfP83u0fLp7mN8skaYCB2RKQgSUjOc0K3WVcUILUjFeiSqr40I1sFLzoixpJXJMc1C6Kk1NCixIBiKj0-Ry7Du4_n1jfJBv_cbFabwkLBOiYFDw6JqNrkatjbRd3QendDyVaa3uO1Pb-H-TA43mnEIEyAho13vvTC0HZ1vlviRguQtejsHLGLzcBy-3EboYIeOs_gUWj0AxEayIOh11H7WuMe5v1n-6fgPDOJBC</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2548895196</pqid></control><display><type>article</type><title>Co-teaching with an immersive digital game: supporting teacher-game instructional partnerships</title><source>SpringerNature Journals</source><source>Education Source</source><creator>Mutch-Jones, Karen ; Boulden, Danielle C. ; Gasca, Santiago ; Lord, Trudi ; Wiebe, Eric ; Reichsman, Frieda</creator><creatorcontrib>Mutch-Jones, Karen ; Boulden, Danielle C. ; Gasca, Santiago ; Lord, Trudi ; Wiebe, Eric ; Reichsman, Frieda</creatorcontrib><description>Research on the use of digital games suggests they can enhance students’ learning; however, teachers often play an important role in mediating gameplay and a game’s educational goals. The purpose of the study was to investigate implementation approaches of nine biology teachers using an immersive digital game in their science classes, focusing on factors that contributed to their ability to instruct with the game, and how their enactment of the game influenced the class experience. Analysis of teacher data, which included daily feedback and pre- and post-implementation surveys, multiple classroom observations, teaching artifacts, and an extended interview, identified a range of individual instructional decisions as well as similarities and differences across the cohort. Most notably, a pattern of instructional orchestration emerged, resembling co-teaching—a reciprocal and supportive “relationship” between the teacher and the game. The game informed teachers’ thinking about their genetics curriculum and enhanced their instructional practice, while teachers leveraged digital tools to shape students’ gameplay and to improve on what the game offered. Key descriptive findings are discussed, identifying digital game features that may improve teacher instruction with games in classrooms.</description><identifier>ISSN: 1042-1629</identifier><identifier>EISSN: 1556-6501</identifier><identifier>DOI: 10.1007/s11423-021-10000-z</identifier><language>eng</language><publisher>New York: Springer US</publisher><subject>Biology ; Classroom Observation Techniques ; Computer &amp; video games ; Computer Games ; Education ; Educational Objectives ; Educational Technology ; Game Based Learning ; Genetics ; Instructional Effectiveness ; Learning ; Learning and Instruction ; Research Article ; Science Instruction ; Science Teachers ; Surveys ; Teacher Collaboration ; Teacher Role ; Teachers ; Teaching ; Teaching Methods ; Video Games</subject><ispartof>Educational technology research and development, 2021-06, Vol.69 (3), p.1453-1475</ispartof><rights>Association for Educational Communications and Technology 2021</rights><rights>COPYRIGHT 2021 Springer</rights><rights>Association for Educational Communications and Technology 2021.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c380t-eb2281b56734bcd462392d56d8d4f100f15bc69bb3d870371acdbef2908241843</citedby><cites>FETCH-LOGICAL-c380t-eb2281b56734bcd462392d56d8d4f100f15bc69bb3d870371acdbef2908241843</cites><orcidid>0000-0002-0956-3542</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://link.springer.com/content/pdf/10.1007/s11423-021-10000-z$$EPDF$$P50$$Gspringer$$H</linktopdf><linktohtml>$$Uhttps://link.springer.com/10.1007/s11423-021-10000-z$$EHTML$$P50$$Gspringer$$H</linktohtml><link.rule.ids>314,780,784,27924,27925,41488,42557,51319</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1302859$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Mutch-Jones, Karen</creatorcontrib><creatorcontrib>Boulden, Danielle C.</creatorcontrib><creatorcontrib>Gasca, Santiago</creatorcontrib><creatorcontrib>Lord, Trudi</creatorcontrib><creatorcontrib>Wiebe, Eric</creatorcontrib><creatorcontrib>Reichsman, Frieda</creatorcontrib><title>Co-teaching with an immersive digital game: supporting teacher-game instructional partnerships</title><title>Educational technology research and development</title><addtitle>Education Tech Research Dev</addtitle><description>Research on the use of digital games suggests they can enhance students’ learning; however, teachers often play an important role in mediating gameplay and a game’s educational goals. The purpose of the study was to investigate implementation approaches of nine biology teachers using an immersive digital game in their science classes, focusing on factors that contributed to their ability to instruct with the game, and how their enactment of the game influenced the class experience. Analysis of teacher data, which included daily feedback and pre- and post-implementation surveys, multiple classroom observations, teaching artifacts, and an extended interview, identified a range of individual instructional decisions as well as similarities and differences across the cohort. Most notably, a pattern of instructional orchestration emerged, resembling co-teaching—a reciprocal and supportive “relationship” between the teacher and the game. The game informed teachers’ thinking about their genetics curriculum and enhanced their instructional practice, while teachers leveraged digital tools to shape students’ gameplay and to improve on what the game offered. Key descriptive findings are discussed, identifying digital game features that may improve teacher instruction with games in classrooms.</description><subject>Biology</subject><subject>Classroom Observation Techniques</subject><subject>Computer &amp; video games</subject><subject>Computer Games</subject><subject>Education</subject><subject>Educational Objectives</subject><subject>Educational Technology</subject><subject>Game Based Learning</subject><subject>Genetics</subject><subject>Instructional Effectiveness</subject><subject>Learning</subject><subject>Learning and Instruction</subject><subject>Research Article</subject><subject>Science Instruction</subject><subject>Science Teachers</subject><subject>Surveys</subject><subject>Teacher Collaboration</subject><subject>Teacher Role</subject><subject>Teachers</subject><subject>Teaching</subject><subject>Teaching Methods</subject><subject>Video Games</subject><issn>1042-1629</issn><issn>1556-6501</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>8G5</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><sourceid>GUQSH</sourceid><sourceid>M2O</sourceid><recordid>eNp9kEtLAzEUhQdRsFb_gCAMuE7NTSaZjDsp9UXBjW4NmUxmGuk8TFLF_nrTjuhOskhuzvku954kOQc8A4zzKw-QEYowARRrjNH2IJkAYxxxhuEwvnFGEHBSHCcn3r_tPDkXk-R13qNglF7Zrkk_bVilqktt2xrn7YdJK9vYoNZpo1pznfrNMPQu7Kx7xji0E1Lb-eA2Oti-i95BudBFfmUHf5oc1WrtzdnPPU1ebhfP83u0fLp7mN8skaYCB2RKQgSUjOc0K3WVcUILUjFeiSqr40I1sFLzoixpJXJMc1C6Kk1NCixIBiKj0-Ry7Du4_n1jfJBv_cbFabwkLBOiYFDw6JqNrkatjbRd3QendDyVaa3uO1Pb-H-TA43mnEIEyAho13vvTC0HZ1vlviRguQtejsHLGLzcBy-3EboYIeOs_gUWj0AxEayIOh11H7WuMe5v1n-6fgPDOJBC</recordid><startdate>20210601</startdate><enddate>20210601</enddate><creator>Mutch-Jones, Karen</creator><creator>Boulden, Danielle C.</creator><creator>Gasca, Santiago</creator><creator>Lord, Trudi</creator><creator>Wiebe, Eric</creator><creator>Reichsman, Frieda</creator><general>Springer US</general><general>Springer</general><general>Springer Nature B.V</general><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>0-V</scope><scope>3V.</scope><scope>7XB</scope><scope>88B</scope><scope>88G</scope><scope>8A4</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>8G5</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>CJNVE</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>M0P</scope><scope>M2M</scope><scope>M2O</scope><scope>MBDVC</scope><scope>PQEDU</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>PSYQQ</scope><scope>Q9U</scope><scope>S0X</scope><orcidid>https://orcid.org/0000-0002-0956-3542</orcidid></search><sort><creationdate>20210601</creationdate><title>Co-teaching with an immersive digital game: supporting teacher-game instructional partnerships</title><author>Mutch-Jones, Karen ; Boulden, Danielle C. ; Gasca, Santiago ; Lord, Trudi ; Wiebe, Eric ; Reichsman, Frieda</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c380t-eb2281b56734bcd462392d56d8d4f100f15bc69bb3d870371acdbef2908241843</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>Biology</topic><topic>Classroom Observation Techniques</topic><topic>Computer &amp; video games</topic><topic>Computer Games</topic><topic>Education</topic><topic>Educational Objectives</topic><topic>Educational Technology</topic><topic>Game Based Learning</topic><topic>Genetics</topic><topic>Instructional Effectiveness</topic><topic>Learning</topic><topic>Learning and Instruction</topic><topic>Research Article</topic><topic>Science Instruction</topic><topic>Science Teachers</topic><topic>Surveys</topic><topic>Teacher Collaboration</topic><topic>Teacher Role</topic><topic>Teachers</topic><topic>Teaching</topic><topic>Teaching Methods</topic><topic>Video Games</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Mutch-Jones, Karen</creatorcontrib><creatorcontrib>Boulden, Danielle C.</creatorcontrib><creatorcontrib>Gasca, Santiago</creatorcontrib><creatorcontrib>Lord, Trudi</creatorcontrib><creatorcontrib>Wiebe, Eric</creatorcontrib><creatorcontrib>Reichsman, Frieda</creatorcontrib><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>CrossRef</collection><collection>ProQuest Social Sciences Premium Collection</collection><collection>ProQuest Central (Corporate)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Education Database (Alumni Edition)</collection><collection>Psychology Database (Alumni)</collection><collection>Education Periodicals</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>Research Library (Alumni Edition)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Social Science Premium Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>Education Collection</collection><collection>ProQuest Central Korea</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>Education Database</collection><collection>Psychology Database</collection><collection>Research Library</collection><collection>Research Library (Corporate)</collection><collection>ProQuest One Education</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest One Psychology</collection><collection>ProQuest Central Basic</collection><collection>SIRS Editorial</collection><jtitle>Educational technology research and development</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Mutch-Jones, Karen</au><au>Boulden, Danielle C.</au><au>Gasca, Santiago</au><au>Lord, Trudi</au><au>Wiebe, Eric</au><au>Reichsman, Frieda</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1302859</ericid><atitle>Co-teaching with an immersive digital game: supporting teacher-game instructional partnerships</atitle><jtitle>Educational technology research and development</jtitle><stitle>Education Tech Research Dev</stitle><date>2021-06-01</date><risdate>2021</risdate><volume>69</volume><issue>3</issue><spage>1453</spage><epage>1475</epage><pages>1453-1475</pages><issn>1042-1629</issn><eissn>1556-6501</eissn><abstract>Research on the use of digital games suggests they can enhance students’ learning; however, teachers often play an important role in mediating gameplay and a game’s educational goals. The purpose of the study was to investigate implementation approaches of nine biology teachers using an immersive digital game in their science classes, focusing on factors that contributed to their ability to instruct with the game, and how their enactment of the game influenced the class experience. Analysis of teacher data, which included daily feedback and pre- and post-implementation surveys, multiple classroom observations, teaching artifacts, and an extended interview, identified a range of individual instructional decisions as well as similarities and differences across the cohort. Most notably, a pattern of instructional orchestration emerged, resembling co-teaching—a reciprocal and supportive “relationship” between the teacher and the game. The game informed teachers’ thinking about their genetics curriculum and enhanced their instructional practice, while teachers leveraged digital tools to shape students’ gameplay and to improve on what the game offered. Key descriptive findings are discussed, identifying digital game features that may improve teacher instruction with games in classrooms.</abstract><cop>New York</cop><pub>Springer US</pub><doi>10.1007/s11423-021-10000-z</doi><tpages>23</tpages><orcidid>https://orcid.org/0000-0002-0956-3542</orcidid></addata></record>
fulltext fulltext
identifier ISSN: 1042-1629
ispartof Educational technology research and development, 2021-06, Vol.69 (3), p.1453-1475
issn 1042-1629
1556-6501
language eng
recordid cdi_proquest_journals_2548895196
source SpringerNature Journals; Education Source
subjects Biology
Classroom Observation Techniques
Computer & video games
Computer Games
Education
Educational Objectives
Educational Technology
Game Based Learning
Genetics
Instructional Effectiveness
Learning
Learning and Instruction
Research Article
Science Instruction
Science Teachers
Surveys
Teacher Collaboration
Teacher Role
Teachers
Teaching
Teaching Methods
Video Games
title Co-teaching with an immersive digital game: supporting teacher-game instructional partnerships
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-19T10%3A24%3A02IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-gale_proqu&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Co-teaching%20with%20an%20immersive%20digital%20game:%20supporting%20teacher-game%20instructional%20partnerships&rft.jtitle=Educational%20technology%20research%20and%20development&rft.au=Mutch-Jones,%20Karen&rft.date=2021-06-01&rft.volume=69&rft.issue=3&rft.spage=1453&rft.epage=1475&rft.pages=1453-1475&rft.issn=1042-1629&rft.eissn=1556-6501&rft_id=info:doi/10.1007/s11423-021-10000-z&rft_dat=%3Cgale_proqu%3EA713963731%3C/gale_proqu%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2548895196&rft_id=info:pmid/&rft_galeid=A713963731&rft_ericid=EJ1302859&rfr_iscdi=true