Educators as Facilitators of Game-Based Learning: Their Knowledge, Attitudes, and Skills

Educators as Facilitators of Game-Based Learning: Their Knowledge, Attitudes, and Skills

Jessica Reuter, Marta Ferreira Dias, Marlene Amorim, Mara Madaleno, Claúdia Veloso
DOI: 10.4018/978-1-7998-7271-9.ch028
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Abstract

Innovative educational methods such as gamification are gaining ground in more formal environments and have great potential to improve learning in education. However, the implementation of this strategy in the classroom is assumed to be a complex practice for beginners and requires the development of new competencies by educators. This chapter aims to contribute to the advancement of knowledge about the main competencies needed for educators to perform as facilitators of educational games. The study was developed through critical literature review, interviews, and questionnaires. The outcome is the development of a framework of competencies of an educator willing to use game-based learning. The study highlights the importance of institutional support to boost the development of pedagogical, technological, and social skills among educators. The conclusions of the chapter are valuable for educators aiming to adopt game-based learning and to higher education decision makers committed to expanding innovative learning contexts on their institutions.
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Introduction

Educators need to be constantly adapting to new technologies and teaching methodologies. For this to occur, continuous skills development and identity reformulation are required. It is a creative adaptation and direction for self-development (Shah & Foster, 2015).

Game-based learning (GBL) practice is considered a new teaching methodology, which aims to challenge educators to adapt the use of games with pedagogical content. This practice also promotes the increase of their professional skills and the educator's motivation, as it promotes engagement in students for learning (Nicholson, 2018) The use of GBL, aims to encourage learning through different types of educational games that have specific learning objectives and outcomes. This strategy involves the repetition of desired results. Through the motivational mechanisms of reinforcement and emotions, the desired results become automatic behavioral processes or habits. This information loop is maintained without great cognitive effort, as this knowledge is obtained gradually throughout the game process (Almeida, 2020).

Educational games are games that have formal objectives, designed to help people learn about particular subjects, expand concepts, reinforce development, or help them learn a skill while playing. This denomination is usually used in a school context, while serious games are more commonly used in companies (Clarke et al., 2017). The difference between GBL and educational games is that GBL is more a method, the way of learning, and educational games are a product in which GBL is possible. Thus, GBL is part of the general concept of educational games and has been used successfully in various fields such as health, management, tourism, and psychology (Chetouani et al., 2018; Carenys & Moya, 2016; Xu et al., 2017; Almeida, 2020).

The implementation of methodologies based on games in the classroom is a practice that has been implemented in educational institutions, at different levels of education, as well as in different countries and environments (Tercanli et al., 2021)Nevertheless, the development of these learning game tools is considered a complex practice for beginners and requires multiple tasks and the presence and development of skills and competencies in the educators themselves (Yi et al., 2020).

Education institutions must create appropriate framework conditions but also educators should be open to new learning approaches such as learner-centered learning. Moreover, the emerging experience in the field suggests that there should be collaboration among colleagues to foster the joint development of such learning environments. Another challenge concerns the existence of technical prerequisites that are necessary to enable the adoption of such innovative approaches and embed them in the constellation of standard learning materials in the future (Buchner & Zumbach, 2020).

In this context, it is essential to identify educators’ skills and possible training needs about game-based learning. Once identified, it is necessary to develop and implement teacher training programs to disseminate the use of GBL (Kamışlı, 2019). Different variables such as environment, resources, professional and personal elements are important for the development of these skills. To determine the success of GBL activities, educators should gather knowledge about games, pedagogy, and content (Nousiainen et al., 2018).

Key Terms in this Chapter

Innovation: Implementation of ideas and practice of creativity that result in the introduction of new teaching methodologies and process improvement.

Game-Based Learning (GBL): A pedagogical methodology that focuses on the design, development, and application of games in education/and or training with defined learning outcomes. Can include different types of games such as puzzles, board games, digital games, and others.

Teacher Competencies: The combination of knowledge, skills, attitudes, values, and personal characteristics, enabling the teacher to act professionally and appropriately in a situation.

Conceptual Framework: A conceptual framework provides a resource to define and illustrate the relevant variables of the study and map out how these may relate to each other.

Professional Development: The set of tools, resources, and training sessions for educators to improve their teaching quality and effectiveness.

Gamification: Using game elements, such as incentive systems, to motivate players to engage with a task they would not otherwise find attractive.

Educational Games: These are games that have formal objectives, designed to help people learn about particular subjects, expand concepts, reinforce development, or help them learn a skill while playing.

Institutional Support: Set of policies, practices, physical facilities, software or processes, made available by the organization, which enable successful learning.

UNLOCK: Project UNLOCK - Creativity in HEIs through a game design approach. It aims to provide the context, process, and tools based on an innovative learning approach that stimulates the entrepreneurial skills of both students and educators, aiming to enhance employability, creativity, and new professional paths.

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