Perceived Challenges and Opportunities of Digital Games

Perceived Challenges and Opportunities of Digital Games

Khalifa Alshaya, Pamela Beck
DOI: 10.4018/978-1-7998-4360-3.ch012
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Abstract

This qualitative study explored the perceived challenges ELL teachers encounter when using and implementing digital games as educational tools. Six ELL teachers were interviewed, and a phenomenological lens was used to analyze the data. The synthesis of textural and structural meanings and essences as a last step of phenomenological data analysis lead to two major findings of ELL teachers' experiences with digital games: logistical and pedagogical. The findings indicate that there is a lack of resources, support, time, and overwhelming choices that characterize the logistical challenges. On the other hand, ELL teachers teaching philosophy, curriculum, and training highlights the pedagogical challenge of incorporating digital games.
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Introduction

The use of technology in the classroom has grown more popular in recent years. Unlike in the past, where teachers provided instructions without much concern for technology, they are now expected to integrate technology in their teaching and learning as early as kindergarten. The increased use of technology in the classroom has resulted from overwhelming evidence that technology facilitates learning (Fichten, Jorgensen, Havel, King, Lussier, Asuncion, & Amsel, 2018; Kulik, 1994; Liao, 1992; Ryan, 1991; Tay, 2016). Accreditors recognize the role of technology in teacher preparation programs through standards, such as the Council for the Accreditation of Educator Preparation (CAEP) Standard 1.5:

Providers ensure that candidates model and apply technology standards as they design, implement and assess learning experiences to engage students and improve learning; and enrich professional practice. (CAEP, 2018)

Language classes are among the beneficiaries of the use of technology in facilitating the learning process. In particular, digital games have a track record in improving the cognitive, motivational, emotional, and social development of learners (Gee, 2003; Granic, Lobel, & Engels, 2014; Griffiths, 2002; Primack et al., 2012). Apart from improving the learning of language skills by learners, technology has the potential to improve teachers’ teaching. English Language Learner (ELL) teachers can make learning interesting by incorporating technology in their practice (Ahmadi, 2018). If properly used, technology can help to improve teaching and learning in the classroom.

Digital games are arguably among the most valuable components of ELL classes, as they increase confidence and motivation while lowering anxiety about learning English (Horowitz, 2019; Iaremenko, 2017; Reinders & Wattana, 2015; Vosburg, 2017). When students play a digital game, they remember faster, better, and with more understanding, because they are “using” the language, rather than “thinking” about whether they are saying words and phrases correctly. It has been suggested that digital games should occupy a central role in language teaching programs, as opposed to the peripheral role that they are often reserved. Digital games are fun and interactive, which makes them a learner-centered approach to language learning (Gozcu & Caganaga, 2016).

For any teaching approach in ELL classes to be highly effective, teachers need to possess the required pedagogical and content skills. Teachers often lack the necessary technical knowledge, and in many cases, the personal desire to play a digital game, let alone incorporate it in their teaching (Caldwell, Osterweil, Urbano, Tan, & Eberhardt, 2017; Dickey, 2015; Gerber & Price, 2013; Mifsud, Vella & Camilleri, 2013; Sáez-López, Miller, Vázquez-Cano & Domínguez-Garrido, 2015). In most cases, digital games require a certain level of technical skills for a player to participate. Teachers must possess the necessary skills with the digital games if they are to provide effective instruction to students (Reinders, 2017). Additionally, when teachers are unfamiliar with digital games, they tend to lack the critically important support. When teachers have low digital literacy skills, it impedes their use of this approach. The National Educational Technology Plan (U.S. Department of Education, Office of Educational Technology, 2017) emphasized the need to improve teachers’ digital literacy, recommending that teacher education programs “provide pre-service and in-service educators with professional learning experiences powered by technology to increase their digital literacy and enable them to create compelling learning activities that improve learning and teaching, assessment, and instructional practices.” (p. 40) While these teachers are interested in integrating digital games, they are not as enthusiastic as the learners due to the generational divide. In other cases, they are worried about how to implement digital games in the classroom due to the pedagogical and technical constraints involved (Alyaz & Sinem, 2016).

This phenomenological study highlights the barriers facing ELL teachers that want to use digital games. The study highlighted challenges related to two main dimensions: logistical and pedagogical. The logistical dimension examined how the implementation of digital games could be impossible when an ELL teacher does not have the hardware, software, and/or school support. In addition, the study explored ELL teachers’ pedagogical beliefs about the role of digital games.

Key Terms in this Chapter

World-Class Instructional Design and Assessment (WIDA): Is a consortium of states that creates standards for ELLs. WIDA English proficiency standards are the de facto standards in 40 states in the United States.

English Language Learners (ELLs), English Learners (ELs), or English as a Second Language (ESL): Refers to non-native English speakers who are learning the English language but who are in the process of developing their English proficiency.

Game-Based Learning: A pedagogical approach that applies gaming principles into teaching and learning which is also referred to as gamification (Trybus, 2015).

Commercial Off-the-Shelf Games (COTS): Are video games that can be purchased and used by anybody, mainly for recreational purposes. These differ from games for learning (G4L) or better known as serious games, which are designed specifically to serve an educational purpose. For the scope of this research, COTS games are games that are used with a dedicated game console (i.e. Xbox and PlayStation) or PC.

Digital Game-Based Learning (DGBL): Refers to a pedagogical method or approach that integrates digital games as educational tools (Prensky, 2003; Van Eck, 2006, 2015). The concept is not new but an evolution from game-based learning, which promoted learning principles into digital game environments.

Video Games: A platform-specific term that falls under the broad umbrella of digital games and their primary purposes is so-called ‘entertainment’ (Girard, Ecalle, & Magnan, 2013).

Digital Games: Refer to computer, console, mobile, and any other games that a person will interact with digitally (Kerr, 2006).

Game-Enhanced Learning: Refers to the application of commercial or off-shelf (COTS) digital games that are not purposefully designed for educational purposes. It capitalizes on the games’ authenticity to create engagement and coherence for learners (Reinhardt & Sykes, 2014).

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