Eduvest – Journal of Universal Studies Volume 3 Number 6, June, 2023 p- ISSN 2775-3735-
e-ISSN 2775-3727 |
||
|
|
|
EDUCATIONAL TECHNOLOGY
IN TEACHING COMMUNITY: REVIEWING THE DIMENSION OF INTEGRATING ED-TECH TOOLS
AND IDEAS IN CLASSROOMS |
|
|
Sk Rezwan Shihab¹, Nahida Sultana², Abdul Samad³, Muhammad Hamza⁴ Kent State University, USA¹ Khulna University, Bangladesh² Department
of Poultry Science, FV&AS, MNS University of Agriculture Multan, Pakistan3,4 Email: [email protected],
[email protected], |
|
|
ABSTRACT |
|
|
Particularly in light of the COVID-19 epidemic, technology is a catalyst for
changing teaching and learning, not just a tool for providing information.
This essay aims to examine the three ways that personalization, relevance, and skill
development might affect the teaching profession. This
research is a qualitative research and library research. The capacity of educators to adapt learning experiences to the needs,
interests, and preferences of each student is referred to as personalization.
By giving users access to data, material, and the cloud, technology may
enable personalization and allow teachers to track student progress,
differentiate their lessons, and give feedback. Technology can enable
students to take control of their education and choose their own speed and
direction. Relevance is the relationship between what students are learning
and their personal objectives, ambitions, and aspirations. By establishing
blended learning settings that include online and offline activities,
real-world challenges, and realistic assignments, technology may increase
relevance. Students may engage with classmates and professionals, access
materials outside of the classroom, and apply what they have learned in many
circumstances with the use of technology. The development of students' skills
includes preparing them for the workforce and culture of the twenty-first
century. By introducing kids to contemporary technology tools and abilities
including coding, programming, physical computing, and computational
thinking, technology may promote skill development. Through maker education
and STEAM (science, technology, engineering, arts, and mathematics)
education, technology can also encourage students to develop their
problem-solving, critical thinking, collaborative, and creative skills. |
|
|
KEYWORDS |
Education; technology; Ed-Tech;
classroom |
|
|
This work is licensed under a Creative
Commons Attribution-ShareAlike 4.0 International |
|
INTRODUCTION
The
job of a classroom teacher is not an easy one. The majority of individuals who
are not involved in education generally believe that instructors spend the
majority of their time in the classroom instructing students, but in reality,
teachers are also in charge of a variety of duties that have nothing to do with
classroom instruction. Teachers are supposed to be managers, psychologists,
counselors, custodians, community "ambassadors," and entertainers, in
addition to preparing and carrying out teaching. If becoming a teacher sounds
absurd or nearly impossible, it probably is. It's simple to comprehend why a
teacher would experience frustration and disillusionment (Biernacki & Waldorf, 1981). The
majority of educators go into their careers hoping to inspire a love of
learning in their charges. Unfortunately, the extra requirements in the
classroom take up a lot of time and are very disruptive. We regard technology
as a liberator for educators, aiding in regaining the value and significance of
the unique classroom teacher. Two events needed to place for this to happen.
The
perspective of the classroom must first change to make the environment
learner-centered. Students and instructors must work together and cooperate
with technology in order to create a “community” that nurtures, promotes, and
supports the learning process. This article is more concerned with
instructional technology than technology in education. There is a difference.
It's natural to conceive of educational technology in terms of the number of
computers or videocassette recorders, and multimedia projectors in a classroom
and how they may be used to enhance more traditional classroom activities, but
this could be a false and sometimes damaging viewpoint. In addition to putting
an incorrect focus on hardware, it fails to include other potentially
beneficial "idea" technologies that arise from the application of one
or more knowledge bases, such as learning theory. Educational technology is
using ideas from many sources to provide the best possible learning
environments for students. Educational technologists also consider how a
classroom could change or adapt as a result of the usage of computers in the
classroom. Because of this integration, the curriculum and environment might
also need to alter to take advantage of any opportunities that the technology
may present. This review article serves four objectives. It will first look at
some distinct stages of technology adoption (Blonder & Sakhnini, 2012). It'll
then go through some of the more conventional functions that technology has
performed in the classroom. Third, it'll look at what a classroom may look like
when instructional technology is taken into consideration. Fourth, it will
offer a few concrete instances that use modern educational ideas. In light of
current classroom dynamics and potential future school reforms, this article
may attempt to outline ways in which educational technology may be helpful to
instructors, especially in a developing nation.
Information
and communication technologies (ICTs) are used in educational technology to
improve the teaching and learning processes in a variety of educational
contexts. In addition to enhancing access, quality, and equality of education,
educational technology may offer new and creative ways to help educators,
students, and the learning process in general.
This article will go through some of the advantages and difficulties of
educational technology in the teaching profession in the context of a
developing country from the global south. Having access to data, materials, and
the cloud allows educators to effectively personalize learning, which is one
advantage of educational technology (Bonanno & Kommers, 2008). Teachers
may create and deliver lessons that cater to the various requirements and
preferences of their students using digital tools and resources. They can also
keep track of their progress and provide them with timely feedback. By
combining online and offline activities, multimedia, and group projects,
educational technology may assist instructors in developing blended learning
environments that make learning relevant to students' lives and interests.
The
ability of educational technology to provide students with the knowledge,
abilities, and skills necessary for the workplace of the twenty-first century
is another advantage. ICTs may be used by students to access, produce, and
share knowledge as well as to improve their communication, creative,
problem-solving, and critical thinking abilities. In addition, educational
technology may expose students to possibilities and problems found in the real
world, including those related to computational thinking, physical computing,
programming, and coding, all of which are necessary skills for many industries
and positions in the digital economy (Bressler & Bodzin, 2013). However, the teaching community is
also faced with some difficulties with educational technology. The absence of
proper infrastructure, resources, and support for ICT integration in education
is one of the difficulties. Many schools and classrooms lack dependable
internet access, enough devices, digital curriculum and material, technical
support, and opportunities for teacher professional development. These elements
may hinder the use of educational technology effectively and widen the digital
gap between students and instructors.
The
requirement for pedagogical reform and innovation in teaching methods is
another hurdle for educational technology. To support student-centered learning
using ICTs, educators must take on new roles and approaches, such as becoming
mentors, coaches, co-learners, and designers. The use of digital formative and
summative assessments as well as data will help educators better connect their
assessment practices with the learning outcomes and skills that are supported
by educational technology (Clark et al., 2011). In conclusion, educational
technology may be extremely useful in developing fresh, creative ways to
enhance teaching and learning across a range of educational contexts. To ensure
the efficient and fair use of ICTs in education, several additional issues must
be resolved. Therefore, to fully realize the potential of educational
technology for enhancing educational quality and outcomes, the teaching
community needs to work with other stakeholders, including policymakers,
researchers, parents, and industry partners. Moreover, the purpose of study is to examine the three ways that
personalization, relevance, and skill development might affect the teaching
profession.
RESEARCH
METHOD
This research is a qualitative
research and library research that uses books and other literature as the main
object (Introduction to
Literature Reviews, 2021). The type of research used is
qualitative, research that produces information in the form of notes and
descriptive data contained in the text under study (Creswell & Creswell, 2017). With qualitative research, it is
necessary to conduct descriptive analysis. The descriptive analysis method
provides a clear, objective, systematic, analytical and critical description of
educational technology in the teaching community: reviewing the dimension of
integrating ed-tech tools and ideas in classrooms. A qualitative approach based
on the initial steps taken by collecting the required data, then classification
and description.
RESULT
AND DISCUSSION
An example
of a classroom embracing technology
Incorrectly,
new teaching approaches are sometimes linked with educational technology.
Technology, by definition, is the application of previously acquired
information to useful ends. Technology uses evolving knowledge (whether about a
kitchen or a classroom) to adapt and improve the system to which the knowledge
applies (such as a kitchen's microwave oven or instructional computers). While
innovations merely reflect change for its own sake with this difference in
mind, it is straightforward to argue that educators should embrace
instructional technology rather than just oppose pure innovation.
Unfortunately, the history of educational technology does not lend credence to
this assumption (Davis et al., 1989; De Bie & Lipman, 2012). The educational
system has scarcely altered at all over the last 50 years, despite the fact
that there have been several technical and inventive improvements in education.
Few people would argue that dentists and doctors from 50 years ago would be
competent to practice with current technology. Despite this, the bulk of the
innovations and technologies from this period have been abandoned, thus most
classrooms today would feel fairly at home for a teacher from 50 years ago. It
is difficult to explain why educational theories and technologies have fallen
out of favor so quickly over the last 50 years. Has the educational system
reached a stage of growth where there is no more room for advancement in terms
of educational technology? Have all innovations in educational technology truly
been nothing more than passing trends that educators have rightfully criticized
as unneeded and irrelevant? Not in both circumstances, educators believe that
these issues should be taken into account to comprehend the conventional and
modern functions of educational technology (Dib & Adamo-Villani, 2014). In order to
better understand the patterns of adoption by instructors after being initially
exposed to educational technology, we shall utilize a straightforward model.
Understanding these historical adoption trends may help us predict which
technologies will be embraced or abandoned in the future. Understanding
adoption patterns in education has been the subject of several attempts To
better appreciate both traditional and modern usage of technology in education,
the researchers describe one such approach in this section in a condensed
manner (Erkoç et al., 2015). Five
steps or phases make up the model: Familiarisation, Utilisation, Integration,
Reorientation, and Evolution. Any educational technology's full potential can
only be realized when educators move through all five phases; otherwise, the
technology is probably going to be misapplied or thrown away. While modern
perspectives hold the promise of advancing to the Evolution phase, the
traditional role of technology in education is inevitably restricted to the
first three phases.
Familiarization
An
individual's initial exposure to and experience with a technology tool are the
focus of the familiarization phase. In-service training programs on the "how
to’s" of a technology, such as word processing, spreadsheets, assertive
discipline, cooperative learning, motivating tactics, etc. is a typical
illustration of familiarisation. The teacher just becomes comfortable with the
technology during this stage. The teacher's expertise with and advancement in
technology also comes to an end after the session (Souchleris et al., 2023). Only the
memory of the encounter is left. The teacher may speak about the event and the
concepts it illustrates, even in a somewhat authoritative manner, but nothing
further happens. This stage marks both the beginning and the conclusion of a
lot of innovative teaching practices. In the contemporary educational system,
technology is essential to teachers' cooperation and professional growth (Fishbein & Ajzen, 1977). Teachers
may interact and cooperate with their peers and students while using a variety
of technology tools and platforms to improve their knowledge, skills, and
pedagogy. The following are some instances of technology that can help with
community and familiarization among teachers:
1)
Online courses and webinars that provide
instructors the chance to gain fresh information, approaches, and techniques
from authorities and professionals in their disciplines.
2)
Social media and online discussion boards
that let educators connect with one another and exchange experiences,
obstacles, and best practises.
3)
Digital portfolios and blogs that give
educators a platform to share their work, reflect on their methods, and get
input from peers and mentors.
4)
Learning management systems and online
classrooms that give teachers access to a range of materials, exercises, and
assessments that can aid in their instruction and the learning of their
students.
5)
Real-time connections and interaction
between instructors and their coworkers, administrators, and other stakeholders
are made possible through video conferencing and online meetings.
6)
The digital gap and certain instructors'
and students' lack of access to trustworthy and reasonably priced technology,
particularly in rural and isolated locations.
7)
The requirement for continual instruction
and assistance for educators to utilize technology proficiently and incorporate
it into their pedagogy and curriculum.
8)
The possibility of internet
disinformation, privacy violations, and cyberbullying that might endanger kids'
and instructors' reputations and welfare.
9)
The potential loss of the personal touch
and connection that are crucial for developing rapport and trust between
teachers and students.
As
a result, it is crucial for instructors to be aware of the advantages and
difficulties of technology and to utilize it sensibly and responsibly to
promote community and familiarity. The human aspect that makes teaching a
fulfilling and meaningful vocation cannot be replaced by technology, despite
the fact that it may be a potent instrument for boosting teacher
professionalism and cooperation.
Utilization
Teachers
use the technology or innovation in the classroom during the Utilisation phase,
in contrast (Giannakos, 2013). A social
studies instructor using roleplay scenarios they learnt at a workshop or
graduate course could be an example. It is clear that instructors who complete
this phase have advanced past Familiarisation, but there is a risk that they
may become overly content with their restricted use of technology. The
mentality of "At least I gave it a try" will probably obstruct any
sustained and long-term acceptance of the technology. Since they haven't
committed to it, teachers who only advance to this stage are likely to abandon
the technology at the first sign of trouble. Most instructors who utilize
modern instructional media, including computers, have probably reached this stage
of adoption the most. Nearly no one would notice if the technology were removed
on a Monday (Glover, 2013). The
importance of educational technology in the teaching profession is on the rise.
Educators today have more resources than ever to engage students, improve
learning, and aid in the acquisition of new skills and information thanks to
technological innovations. Education technology is changing how we teach and
learn, from virtual reality and artificial intelligence to online learning
platforms and multimedia materials (Goodman, 1961). The
potential of educational technology to offer personalized learning experiences
is one of its main benefits. Educators may monitor the development of
individual students and customize the learning environment to suit their unique
requirements and learning preferences by utilizing data analytics and other
technologies (Goodwyn et al., 1997). This
enhances educational outcomes while also promoting a more diverse and equal
learning environment. The ability of instructional technology to aid people
across borders is another advantage. Teachers can connect with students who
might not have access to traditional classrooms or who are living in distant or
underprivileged locations by using online learning platforms and video
conferencing capabilities. This can help bridge the achievement gap and give
students who might not otherwise have access to educational possibilities (Hall, 1996). Educational
technology may raise the quality of instruction in addition to enhancing access
to education (Hanus & Fox, 2015). Learning
may be made more interesting and successful by using multimedia tools like
simulations, games, and films. Through immersive learning experiences that
simulate real-world environments and scenarios, virtual and augmented reality
technologies can help students apply their knowledge in real-world contexts.
However, there may be some negative effects of technological advancements in
education. The potential for technical glitches and malfunctions, which might
impair learning and reduce the efficacy of educational technology, is one of
the main worries (Kapp, 2012). A concern
of over-reliance on technology is that it might prevent the growth of critical
thinking abilities and vital human-to-human relationships. Another issue is the
chance that instructional technology could make current disparities worse.
While it can open doors for students who would otherwise be shut out of the
educational system, technology can also widen the divide between those who have
access to it and those who do not. It is crucial that educators and
decision-makers be aware of these possible hazards and take action to reduce
them (Ketelhut & Schifter, 2011). Despite
these difficulties, educational technology has had an overwhelmingly positive
overall effect on the teaching profession. It is possible that educational
technology will become increasingly more crucial to the teaching and learning
process as technology develops and progresses. Educators can reach more
students, deliver more effective learning experiences, and support more
inclusive and equitable education for everyone by utilizing technology.
Integration
The
phase that "breaks through" is integration. This happens when a
teacher knowingly decides to assign specific functions and responsibilities to
the technology, making it impossible for the instructor to carry out the lesson
as intended if the technology is abruptly withdrawn or becomes unavailable. The
book and its descendants, such as worksheets and other handouts, are the most
evident technology that has advanced to this stage of use in education (Lee & Hammer, 2011). Without the
assistance of such print-based technology, the majority of instructors could
not perform. The chalkboard is another illustration, which some people would
find humorous. Without it, most teachers would have a very difficult time
imparting knowledge. Therefore, the most important quality or feature of this
stage is the technology's "expendability". Even though for many
people integration marks the culmination of the adoption model, it really only
marks the start of comprehending educational technology. If they continue to
advance in their adoption pattern, some instructors experience the start of a
professional "metamorphosis" during the Integration phase.
Reorientation
During
the Reorientation phase, teachers must reconsider and reinterpret the function
and goal of the classroom (Lim & Ong, 2012). There are
a lot of characteristics that set it apart, the most important of which is
perhaps the fact that the focus in the classroom is now more on the students'
learning than the teacher's teaching. A teacher who has reached the
Reorientation phase of their career does not regard the delivery of content
(i.e., the teaching "acts" of managing, motivating, or explaining) to
constitute good teaching. The role of the instructor is to create an atmosphere
in which students may build and shape their own knowledge with support and
facilitation from others. In this phase, students become the subjects and
replace the object of instruction (McGonigal, 2011). Teachers
are open to using technologies that aid in the development of knowledge during
the Reorientation phase and are not worried about being "replaced" by
technology. These teachers are more likely to use technology in their lectures
than "experts," since they don't feel the need to be. They
concentrate on how technology helps students interact with the subject matter.
It wouldn't be uncommon for kids to be more technologically savvy than their
teachers. Consider a history teacher who discovers that students prefer to
create HyperCard stacks instead of traditional term papers. If the instructor
has a reoriented vision of education that is student-centered, they will
underline (and assess) how effectively the student has evolved into a
researcher and explorer thanks to the accessibility of the computer tool. The
student's level of engagement with the material will be the teacher's main
concern, not how effectively the stack is "programmed." It makes no
difference if the teacher uses HyperCard with more or less technical
proficiency than the student. Along with the student, the teacher also gains
knowledge of history and HyperCard. Of course, the teacher's more extensive
expertise is a vital tool and mentor for the learner (Mumtaz, 2000). A teacher
in the Reorientation phase would encourage and expect students to appropriate
the technology in ways that could not be predicted, rather than seeing it as
something that must be mastered beforehand and delivered to pupils in a
controlled and methodical fashion.
Evolution
The
last stage, Evolution, serves as a reminder that the educational system
must keep changing and adapting in order to continue to be successful (Oblinger, 2004). There will never
be a perfect answer or resolution, and trying to find one is a sign that one is
missing the purpose. To adapt to the challenge and opportunity presented by new
insights into how people learn, the learning environment in the classroom has
to be continually changed. As was previously said, the Evolution phase is
marked by educational technology that complies with the definition of
educational technology, which is the right application of basic knowledge for
some practical purpose.
Technology's
traditional role in Education
Educators
separate educational technology into two basic categories: "product
technologies" and "idea technologies." 1) Hardware, or
machine-oriented, technologies, such as the diversity of audio-visual
equipment, both conventional (such as film strips, movies, and audiocassette
players/recorders) and modern technologies, like the multimedia projectors, AR,
VR gears and 3D Printers are most usually associated with educational
technology. Idea technologies, in contrast, lack such concrete forms. Of
course, product technologies often represent or utilize concept technologies.
For instance, simulations are mostly thought technologies. Simulations aim to
provide individuals with experiences of things and ideas that aren't often
conceivable (like time travel), likely (like riding on the space shuttle), or
desirable (like the greenhouse effect) under regular circumstances. A product,
like computer software, is required to bring the concept of a simulation to
life. In this sense, the product aids or facilitates the notion (Piaget, 1962). Henry Ford's
assembly line is a prime illustration of the difference between product and
concept technologies. The assembly line notion is a technological innovation
that revolutionized American manufacturing. However, the factories,
workstations, and conveyor belts seen in vintage photos represent the product
technology that supported the initial concept. It is important to differentiate
between product technologies and concept technologies since the majority of
past efforts to employ technology in education have focused on product
technologies, such as teaching aids, instructional television and films, and,
most recently, computer applications. The value and purpose of these product
technologies thus lay in the way they supported the established practices and
viewpoints of classroom instructors. Many of these established practices were
built on behavioral models that focused on the transmission and delivery of
planned content (Pivec & Pivec, 2011). The "student as bucket"
metaphor, which focuses on "pouring knowledge into students' minds through
the development and delivery of carefully planned and managed teaching,"
is exemplified by these techniques. Learning is said to result from receiving
information. We believe that this method of teaching and learning has to be
significantly outpaced by contemporary notions of educational technology. Even
if few do, as was previously established, teachers who embrace technology
without considering the belief system into which these tools and ideas are
introduced are unavoidably limited to the third level of integration.
The
hand-held graphing calculator could be taken as an illustration of a product
technology that has reached the adoption integration phase. In the classroom,
math teachers in secondary schools often use graphing calculators. Many
manufacturers on the market use clear liquid crystal displays (LCDs) so that
the calculator can be mounted on an overhead projector. The use of these
calculators easily passes the test of expendability for many instructors since
doing without them would seriously disrupt their lessons. They wouldn't be able
to convey the same information if they suddenly switched back to the static
medium of the overhead or blackboard. It can easily be analyzed how much the
instructor's lesson has altered as a consequence of the graphing calculator to
determine if the teacher is going to enter the Reorientation phase. If the
calculator allows them to focus on the students' conceptual understanding of
the mathematical function, perhaps because the calculator can draw a graph
using real-time animation, the teacher has begun to rethink and reflect on how
product and idea technologies can help a student's learning. The instructor
would feel satisfied with how technology was used to empower pupils to
comprehend and use mathematical concepts. The Reorientation phase is about to
begin for this teacher. Such a teacher would probably try to give the kids
access to the technology so they can start creating mathematics using the
calculator. The teacher's adoption of the technology, on the other hand, is
likely to end with integration if the teacher's instructional strategies are
essentially unchanged from those used prior to the introduction of the graphing
calculator because nothing has been altered or improved besides the mode of
delivery. Although the calculator's product technology has been included in
this scenario, the basic concept technology of "present, practice, and
test" has not altered and is still in place. By giving teachers additional
tools and resources to improve the learning experience for students,
educational technology has changed the teaching profession. Teachers may
provide individualized learning experiences that are tailored to the particular
requirements and learning preferences of their students by integrating
technology into the classroom. This makes it possible for all students to get
the resources and assistance they need to achieve and promotes a more inclusive
and fair learning environment. One of the main benefits of educational
technology is that it may give students who might not otherwise have had the
chance to pursue it access to education (Su & Cheng, 2015; Y.-T. C. Yang, 2012). Students
may now interact with instructors and classmates from all around the world
thanks to online learning platforms and video conferencing capabilities. For
children in isolated or underprivileged places who would not have had access to
conventional educational settings, this has opened up new avenues. The capacity
of educational technology to improve instruction quality is another advantage.
Learning may be made more interesting and successful by using multimedia tools
like simulations, games, and films (Yang et al., 2012). This may
increase student retention rates and motivate them to participate more actively
in their own education. Despite these advantages, there are some drawbacks to
using technology in education. One of the main worries is the potential for
technological problems and malfunctions, which might interfere with the learning
process and reduce the efficiency of educational technology. Additionally,
there is a danger of over-reliance on technology, which may prevent the growth
of critical thinking abilities and important human-to-human interactions. It's
crucial for educators to use educational technology as a tool rather than as a
replacement for conventional teaching techniques in order to solve these
issues. This entails integrating technology into lesson planning in a way that
complements rather than supplants direct communication and critical thinking
among students. It also entails offering sufficient technical assistance and
resources to make sure that instructors and students can properly use
technology.
CONCLUSION
Technology uses evolving knowledge (whether about
a kitchen or a classroom) to adapt and improve the system to which the
knowledge applies (such as a kitchen's microwave oven or instructional
computers). While innovations merely reflect change for its own sake with this
difference in mind, it is straightforward to argue that educators should
embrace instructional technology rather than just oppose pure innovation. Teachers
may provide individualized learning experiences that are tailored to the
particular requirements and learning preferences of their students by
integrating technology into the classroom. This makes it possible for all
students to get the resources and assistance they need to achieve and promotes
a more inclusive and fair learning environment. By introducing kids to contemporary technology tools
and abilities including coding, programming, physical computing, and
computational thinking, technology may promote skill development. Through maker
education and STEAM (science, technology, engineering, arts, and mathematics)
education, technology can also encourage students to develop their
problem-solving, critical thinking, collaborative, and creative skills.
Biernacki, P.,
& Waldorf, D. (1981). Snowball sampling: Problems and
techniques of chain referral sampling. Sociological Methods & Research,
10(2), 141–163.
Blonder, R.,
& Sakhnini, S. (2012). Teaching two basic nanotechnology
concepts in secondary school by using a variety of teaching methods. Chemistry
Education Research and Practice, 13(4), 500–516.
Bonanno, P.,
& Kommers, P. A. M. (2008). Exploring the influence of gender and
gaming competence on attitudes towards using instructional games. British
Journal of Educational Technology, 39(1), 97–109.
Bressler, D. M.,
& Bodzin, A. M. (2013). A mixed methods assessment of
students’ flow experiences during a mobile augmented reality science game. Journal
of Computer Assisted Learning, 29(6), 505–517.
Clark, D. B.,
Nelson, B. C., Chang, H.-Y., Martinez-Garza, M., Slack, K., & D’Angelo, C.
M. (2011). Exploring Newtonian mechanics in a
conceptually-integrated digital game: Comparison of learning and affective
outcomes for students in Taiwan and the United States. Computers &
Education, 57(3), 2178–2195.
Creswell, J. W.,
& Creswell, J. D. (2017). Research design: Qualitative,
quantitative, and mixed methods approaches. Sage publications.
Davis, F. D.,
Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer
technology: A comparison of two theoretical models. Management Science, 35(8),
982–1003.
De Bie, M. H.,
& Lipman, L. J. A. (2012). The use of digital games and
simulators in veterinary education: an overview with examples. Journal of
Veterinary Medical Education, 39(1), 13–20.
Dib, H., &
Adamo-Villani, N. (2014). Serious sustainability challenge game
to promote teaching and learning of building sustainability. Journal of
Computing in Civil Engineering, 28(5), A4014007.
Erkoç, M. F.,
Ozcakir, F., & Erkoç, Ç. (2015). The relationship between loneliness
and game preferences of secondary school students. Conference Proceedings.
The Future of Education 2015.
Fishbein, M.,
& Ajzen, I. (1977). Belief, attitude, intention, and
behavior: An introduction to theory and research.
Giannakos, M. N.
(2013). Enjoy and learn with educational
games: Examining factors affecting learning performance. Computers &
Education, 68, 429–439.
Glover, I.
(2013). Play as you learn: gamification as a
technique for motivating learners. Edmedia+ Innovate Learning,
1999–2008.
Goodman, L. A.
(1961). Snowball sampling. The Annals of
Mathematical Statistics, 148–170.
Goodwyn, A.,
Adams, A., & Clarke, S. (1997). The Great God of the Future: the
views of current and future English teachers on the place of IT in literacy. English
in Education, 31(2), 54–62.
Hall, D. (1996). Practical social research: Project
work in the community. Bloomsbury Publishing.
Hanus, M. D.,
& Fox, J. (2015). Assessing the effects of gamification
in the classroom: A longitudinal study on intrinsic motivation, social
comparison, satisfaction, effort, and academic performance. Computers &
Education, 80, 152–161.
Introduction to
literature reviews. (2021).
https://www.monash.edu/rlo/graduate-research-writing/write-the-thesis/introduction-literature-reviews
Kapp, K. M.
(2012). The gamification of learning and
instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Ketelhut, D. J.,
& Schifter, C. C. (2011). Teachers and game-based learning:
Improving understanding of how to increase efficacy of adoption. Computers
& Education, 56(2), 539–546.
Lee, J. J.,
& Hammer, J. (2011). Gamification in education: What, how,
why bother? Academic Exchange Quarterly, 15(2), 146.
Lim, K. Y. T.,
& Ong, M. Y. C. (2012). The Rise of Li’Ttledot: A study of
citizenship education through game-based learning. Australasian Journal of
Educational Technology, 28(8).
McGonigal, J.
(2011). Reality is broken: Why games make us
better and how they can change the world. Penguin.
Mumtaz, S. (2000). Factors affecting teachers’ use of
information and communications technology: a review of the literature. Journal
of Information Technology for Teacher Education, 9(3), 319–342.
Oblinger, D.
(2004). The next generation of educational
engagement. Journal of Interactive Media in Education, 2004(1).
Piaget, J.
(1962). Szimbólumképzés a gyermekkorban
[Play, dreams and imitation in childhood. New York, NY. Norton.
Pivec, P., &
Pivec, M. (2011). Digital games: Changing education,
one raid at a time. International Journal of Game-Based Learning (IJGBL),
1(1), 1–18.
Souchleris, K.,
Sidiropoulos, G. K., & Papakostas, G. A. (2023). Reinforcement Learning in Game
Industry—Review, Prospects and Challenges. Applied Sciences, 13(4),
2443.
Su, C., &
Cheng, C. (2015). A mobile gamification learning system
for improving the learning motivation and achievements. Journal of Computer
Assisted Learning, 31(3), 268–286.
Yang, J. C.,
Chien, K. H., & Liu, T. C. (2012). A digital game-based learning system
for energy education: An energy Conservation PET. Turkish Online Journal of
Educational Technology-TOJET, 11(2), 27–37.
Yang, Y.-T. C.
(2012). Building virtual cities, inspiring
intelligent citizens: Digital games for developing students’ problem solving
and learning motivation. Computers & Education, 59(2),
365–377.