2008
DOI: 10.1080/14759390701847484
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Teacher candidates’ views of a multi‐user virtual environment (MUVE)

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Cited by 25 publications
(19 citation statements)
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References 12 publications
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“…These studies found that supporting student engagement, learning, and motivation to learn are important reasons for teachers to use games in their classes (e.g. Allsop et al, 2013;Can & Cagiltay, 2006;Ince & Demirbilek, 2013;Li, 2013;Pastore & Falvo, 2010;Ruggiero, 2013;Sardone & Devlin-Scherer, 2008). The findings from the current study confirms teachers' perceptions of the value of teaching with games in ecologically valid situations (e.g., the classroom).…”
Section: Discussionsupporting
confidence: 78%
See 1 more Smart Citation
“…These studies found that supporting student engagement, learning, and motivation to learn are important reasons for teachers to use games in their classes (e.g. Allsop et al, 2013;Can & Cagiltay, 2006;Ince & Demirbilek, 2013;Li, 2013;Pastore & Falvo, 2010;Ruggiero, 2013;Sardone & Devlin-Scherer, 2008). The findings from the current study confirms teachers' perceptions of the value of teaching with games in ecologically valid situations (e.g., the classroom).…”
Section: Discussionsupporting
confidence: 78%
“…Many studies that examined why teachers value teaching with games show that the main reason teachers report for using digital games in their class is to enhance student motivation (Allsop et al, 2013;Can & Cagiltay, 2006;Ince & Demirbilek, 2013;Li, 2013;Pastore & Falvo, 2010;Ruggiero, 2013;Sandford et al, 2006;Schrader, Zheng, & Young, 2006;Wastiau, Kearney, & Van den Berghe, 2009). In addition, teachers also mention students' acquisition of knowledge and cognitive skills as a reason for using (or wanting to use) games in their lessons (Allsop et al, 2013;Can & Cagiltay, 2006;Ince & Demirbilek, 2013;Sardone & Devlin-Scherer, 2008;Schrader et al, 2006). These beliefs regarding learning opportunities have the strongest direct effect on teachers' intentions to use games (De Grove et al, 2012).…”
Section: Teachers' Perceptions Of and Experience Of Teaching With Digital Gamesmentioning
confidence: 99%
“…It appears that personal experiences with technology may not provide the confidence needed for preservice teachers to lead games with their students. Implementation of digital games requires skill, time, and attention that new teachers may not have (Sardone & Devlin-Scherer, 2008;Vannatta & Fordham, 2004). As teachers are critical to successful adoption of educational change, preconceived attitudes to digital games may present problems in their future implementation.…”
Section: Candidates and Technologymentioning
confidence: 97%
“…Specific to digital games, teacher candidates voice concerns related to assistance with implementation, classroom management, and the perceived usefulness of games (Bullock, 2004;Cuban, 2001;Doering et al, 2003;Sardone & Devlin-Scherer, 2008). It appears that personal experiences with technology may not provide the confidence needed for preservice teachers to lead games with their students.…”
Section: Candidates and Technologymentioning
confidence: 98%
“…Σε επτά μελζτεσ, το δείγμα αποτελείται από εκπαιδευτικοφσ. Σε ζξι από αυτζσ οι ερευνθτικοί ςτόχοι αφοροφςαν τθν ςτάςθ τουσ απζναντι ςτθν τεχνολογία εικονικισ πραγματικότθτασ και τθν αξιολόγθςθ των ΕΕΡ ωσ εκπαιδευτικϊν εργαλείων (Di Blas & Poggi, 2007;Goncalves, 2005;Kameas et al, 2000;Ligorio & Van Veen, 2006;Ni et al, 2006a;Sardone & Devlin-Scherer, 2008), και μόνο μια αναφζρεται ςε μακθςιακά αποτελζςματα εκπαιδευτικϊν μετά τθ χριςθ ενόσ ΕΕΡ (Mikropoulos et al, 2003).…”
Section: εκπαιδευτικό πλαύςιοunclassified