Exploring United Arab Emirates School Teachers’ Perceptions, Motivation and Benefits of Game-Based Teaching and Learning Environments

Authors

DOI:

https://doi.org/10.55016/ojs/ajer.v70i2.78197

Keywords:

Game-based teaching-learning, technology in education, gamification, school education, quantitative study; Enseignement-apprentissage basé sur le jeu, technologie dans l'éducation, ludification, enseignement scolaire, étude quantitative

Abstract

Recent research specifies that game-based learning effectively engages students in classroom activities. Although there has been a prominent upsurge in game-based teaching and learning, this area has not received significant attention within the context of Gulf nations. This study investigates the perceptions, motivations, and benefits of game-based teaching-learning among school teachers, aiming to enhance the interactive learning environment. This study used a quantitative method and survey data from 505 school teachers who were actively teaching around the United Arab Emirates to reach its objectives. The majority of teachers believed that using games as a teaching tool in the classroom was a good idea. The study revealed the potential for game-based learning in the classroom and identified challenges, such as the need for rigorous game-based instructional design. We examined game-based teaching and learning’s role in contributing to interactive learning environments and its apparent benefits of improving teamwork and lowering stress among teachers.

Des recherches récentes précisent que l'apprentissage par le jeu permet d'impliquer efficacement les étudiants dans les activités de la classe. Bien que l'enseignement et l'apprentissage par le jeu aient connu un essor important, ce domaine n'a pas reçu une attention particulière dans le contexte des pays du Golfe. Cette étude examine les perceptions, les motivations et les avantages de l'enseignement et de l'apprentissage par le jeu chez les enseignants, dans le but d'améliorer l'environnement d'apprentissage interactif. Pour atteindre ses objectifs, cette étude a utilisé une méthode quantitative et des données d'enquête provenant de 505 enseignants dans les écoles de la région des Émirats arabes unis. La majorité des enseignants ont estimé que l'utilisation des jeux comme outil d'enseignement en classe était une bonne idée. L'étude a révélé le potentiel de l'apprentissage par le jeu en classe et a identifié des défis, tels que la nécessité d'une conception pédagogique rigoureuse basée sur le jeu. Nous avons examiné le rôle de l'enseignement et de l'apprentissage par le jeu dans la création d'environnements d'apprentissage interactifs, ainsi que ses avantages apparents en termes d'amélioration du travail d'équipe et de réduction du stress chez les enseignants.

Author Biographies

Ghadah Al Murshidi, United Arab Emirates University

Ghadah Al Murshidi, an Associate Professor in Curriculum and Instruction with a background in Applied Linguistics, teaches both graduate and undergraduate courses. Her recent awards include Best Arab Youth Researcher, Young Emirati Researchers Prize, and Emirati Women Award. She chairs the Innovation and Communication and Public Relations committees, and is a member of several others including the Council for the Accreditation of Educator Preparation and the Mobile Learning Project. Additionally, she reviews for several journals including the Journal of Education and Training Studies and the British Journal of Education. Contact: g_almurshidi@uaeu.ac.ae.

Agus Budi Wahyudi, Universitas Muhammadiyah Surakarta

Agus Budi Wahyudi, MHum, is currently the Head of Development for General Courses at the Language and General Knowledge Department of Universitas Muhammadiyah Surakarta. He is senior lecturer in Indonesian language Department. His expertise lies in general linguistics, phonology, creative writing, integration technology in education, literacy education, and school magazine management. E-mail: abw186@ums.ac.id

M Monjurul Islam, Universiti Pendidikan Sultan Idris

M Monjurul Islam, PhD is Research Assistant at Qatar University Young Scientists Center, Office of VP for Research & Graduate Studies. He obtained his PhD from the University of Malaya, Malaysia.  He has published his research in journals such as Current Issues in Language Planning, Discourse: Studies in the Cultural Politics of Education, The Journal of Asia TEFL, Smart Learning Environment and The Qualitative Report. His research interests lay in the area of policy and planning, literacy education, applied linguistics, curriculum and instruction, and language teaching-learning. He is on the editorial boards of Journal of Educators Online, Education and Information Technologies, Humanities and Social Sciences Communications, and Heliyon. He may be contacted at monjurul@fbk.upsi.edu.my.

S V Karthiga , SRM Institute of Science and Technology

Dr. S V Karthiga is an Assistant Professor of English and Research Supervisor at College of Science and Humanities, SRM Institute of Science and Technology, Kattankulathur, Chennai. Earning her Doctoral Degree by researching Music and English Language from Bharathiar University, she made herself predominant in her chosen area of specialization—English Language Teaching, English Language for Specific Purpose, Tribal Studies. She has served as a resource person in various seminar and conferences addressing topics relevant to English for Employability, Nature and Language, and Communication Abilities. She co-authored the novel A Canopy of Darkness and The Sangria becomes her debut work of art as a poet. Email: karthigasv2022@gmail.com

Laily Rahmatika, Universitas Muhammadiyah Surakarta

Laily Rahmatika is a teacher of Indonesian language as foreign speakers. She graduated from Universitas Muhammadiyah Surakarta. Her research interest includes critical discourse analysis, sociolinguistics, pragmatics, language teaching and learning, technology integration in education, and BIPA (Bahasa Indonesia bagi Penutur Asing or Indonesian Language for Foreign Speakers). E-mail: lailyrahmatika20@gmail.com

References

Al Breiki, M., & Yahaya, W. A. J. W. (2021). Using gamification to promote students’ engagement while teaching online during COVID-19. In I. Fayed & J. Cummings (Eds.). Teaching in the post COVID-19 era, (pp. 443–453). Springer. https://doi.org/10.1007/978-3-030-74088-7_44

Al Fatta, H., Maksom, Z., & Zakaria, M. H. (2018). Game-based learning and gamification: Searching for definitions. International Journal of Simulation: Systems, Science and Technology, 19(6), 41–1. https://doi.org/10.5013/ijssst.a.19.06.41

Alhammad, M. M., & Moreno, A. M. (2018). Gamification in software engineering education: A systematic mapping. Journal of Systems and Software, 141, 131–150. https://doi.org/10.1016/j.jss.2018.03.065

Ambawani, C. S. L., Kusuma, T. M. M., Fauziati, E., Haryanto, S., & Supriyoko, A. (2024). Perspektif connectivisme terhadap penggunaan media gamifikasi dalam pembelajaran (A connectivism perspective on the use of gamification media in learning.). PROFICIO, 5(1), 636–644. https://doi.org/10.36728/jpf.v5i1.3134

Aprea, C., & Ifenthaler, D. (2021). Game-based Learning Across the Disciplines. Springer Nature. https://doi.org/10.1007/978-3-030-75142-5

Bourgonjon, J., De Grove, F., De Smet, C., Van Looy, J., Soetaert, R., & Valcke, M. (2013). Acceptance of game-based learning by secondary school teachers. Computers & Education, 67, 21–35. https://doi.org/10.1016/j.compedu.2013.02.010

Cabellos, B., Sánchez, D. L., & Pozo, J.-I. (2023). Do future teachers believe that video games help learning? Technology, Knowledge and Learning. 28(2), 803–821. https://doi.org/10.1007/s10758-021-09586-3

Craven, D. (2015). Gamification in virtual worlds for learning: A case study of PIERSiM for business education. In T. Reiners & L. Wood (Eds.). Gamification in education and business, (pp. 385–401). Springer. https://doi.org/10.1007/978-3-319-10208-5_19

Díaz-Ramírez, J. (2020). Gamification in engineering education—An empirical assessment on learning and game performance. Heliyon, 6(9), e04972. https://doi.org/10.1016/j.heliyon.2020.e04972

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 75–88. https://www.learntechlib.org/p/158860/

Ertan, K., & Kocadere, S. A. (2022). Gamification design to increase motivation in online learning environments: a systematic review. Journal of Learning and Teaching in Digital Age, 7(2), 151–159. https://doi.org/10.53850/joltida.1020044

Fisher, G. G., Matthews, R. A., & Gibbons, A. M. (2016). Developing and investigating the use of single-item measures in organizational research. Journal of Occupational Health Psychology, 21(1), 3–23. https://doi.org/10.1037/a0039139

Foster, A., & Shah, M. (2020). Principles for advancing game-based learning in teacher education. Journal of Digital Learning in Teacher Education, 36(2), 84–95. https://doi.org/10.1080/21532974.2019.1695553

Garone, P., & Nesteriuk, S. (2019). Gamification and learning: A comparative study of design frameworks. In V. Duffy (Ed.). Digital human modeling and applications in health, safety, ergonomics and risk management. healthcare applications. HCII 2019. Lecture Notes in Computer Science. Springer. https://doi.org//10.1007/978-3-030-22219-2_35

Ge, Z.-G. (2018). The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance. Computers & Education, 126, 143–152. https://doi.org/10.1016/j.compedu.2018.07.009

Gooch, D., Vasalou, A., & Benton, L. (2015). Exploring the use of a gamification platform to support students with dyslexia. 2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA). Corfu, Greece. pp. 1–6. https://doi.org/10.1109/iisa.2015.7388001

Hartt, M., Hosseini, H., & Mostafapour, M. (2020). Game on: Exploring the effectiveness of game-based learning. Planning Practice & Research, 35(5), 589–604. https://doi.org/10.1080/02697459.2020.1778859

Heinzen, T. E., Landrum, R. E., Gurung, R. A. R., & Dunn, D. S. (2015). Game-based assessment: the mash-up we’ve been waiting for. In T. Reiners & L. Wood (Eds.). Gamification in education and business, (pp. 201–217). Springer. https://doi.org/10.1007/978-3-319-10208-5_11

Hoque, M. S., Islam, M., Thurairaj, S., Zarina, M. K. P., & Farahdina, T. (2023). Flipped classroom pedagogy in higher education in EFL contexts: Findings and implications for further research. Forum for Linguistic Studies, 5(1), 91–102. https://doi.org/10.18063/fls.v5i1.1534

Hu, J. (2020). Review. Review of the book Gamification in learning and education: Enjoy learning like gaming, by S. Kim, K. Song, B. Lockee, & J. Burton. British Journal of Educational Studies, 68(2), 265–267. https://doi.org/10.1080/00071005.2019.1682276

Huang, B., & Hew, K. F. (2018). Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts. Computers & Education, 125, 254–272. https://doi.org/10.1016/j.compedu.2018.06.018

Huotari, K., & Hamari, J. (2016). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21–31. https://doi.org/10.1007/s12525-015-0212-z

Islam, M., Mazlan, N. H., Al Murshidi, G., Hoque, M. S., Karthiga, S. V., & Reza, M. (2023). UAE university students’ experiences of virtual classroom learning during Covid 19. Smart Learning Environments, 10(1), 5. https://doi.org/10.1186/s40561-023-00225-1

Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: A systematic literature review. Smart Learning Environments, 10(1), 10. https://doi.org/10.1186/s40561-023-00227-z

Kim, S., Song, K., Lockee, B., Burton, J. (2018). Gamification in learning and education: Enjoy learning like gaming. Springer. https://doi.org/10.1007/978-3-319-47283-6

Kotini, I., & Tzelepi, S. (2015). A gamification-based framework for developing learning activities of computational thinking. In T. Reiners & L. Wood (Eds.). Gamification in education and business, (pp. 219–252). Springer. https://doi.org/10.1007/978-3-319-10208-5_12

Kurzhals, K., (2021). Resource recombination in firms from a dynamic capability perspective. Springer. https://doi.org/10.1007/978-3-658-35666-8

Mauliya, I., Relianisa, R. Z., & Rokhyati, U. (2020). Lack of motivation factors creating poor academic performance in the context of graduate English department students. Linguists: Journal of Linguistics and Language Teaching, 6(2), 73–85. https://doi.org/10.29300/ling.v6i2.3604

Measles, S. & Abu-Dawood, S. (2015). Gamification: Game–based methods and strategies to increase engagement and motivation within an elearning environment. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015—Society for Information Technology & Teacher Education International Conference (pp. 809-814). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/p/150094/

Meşe, E., & Sevilen, Ç. (2021). Factors influencing EFL students’ motivation in online learning: A qualitative case study. Journal of Educational Technology and Online Learning, 4(1), 11–22. https://dergipark.org.tr/en/pub/jetol/issue/60134/817680

Mocanu, I. G., Velciu, M., & Cramariuc, O. (2023). An intergenerational perspective on gamification in education and research. In EDULEARN Proceedings. IATED. (pp. 7449–7453). Palma, Spain. 15th International Conference on Education and New Learning Technologies. https://doi.org/10.21125/edulearn.2023.1940

Molin, G. (2017). The role of the teacher in game-based learning: A review and outlook. In M. Ma & A. Oikonomou (Eds.). Serious Games and Edutainment Applications, 2, (pp. 649–674). Springer. https://doi.org/10.1007/978-3-319-51645-5_28

Nardi, P. M. (2018). Doing survey research: A guide to quantitative methods. Routledge.

Nicholson, S. (2015). A recipe for meaningful gamification. In T. Reiners & L. Wood (Eds.). Gamification in education and business, (pp. 1–20). Springer. https://doi.org/10.1007/978-3-319-10208-5_1

Pitarch, R. C. (2018). An approach to digital game-based learning: Video-games principles and applications in foreign language learning. Journal of Language Teaching and Research, 9(6), 1147–1159. https://doi.org/10.17507/jltr.0906.04

Rincon-Flores, E. G., & Santos-Guevara, B. N. (2021). Gamification during covid-19: promoting active learning and motivation in higher education. Australasian Journal of Educational Technology, 37(5), 43–60. https://doi.org/10.14742/ajet.7157

Rivera, E. S., & Garden, C. L. P. (2021). Gamification for student engagement: A framework. Journal of Further and Higher Education, 45(7), 999–1012. https://doi.org/10.1080/0309877x.2021.1875201

Rohman, D., & Fauziati, E. (2022). Gamification of learning in the perspective of constructivism philosophy Lev Vygotsky. Budapest International Research and Critics Institute-Journal (BIRCI-Journal), 5(1), 4467–4474. https://doi.org/10.33258/birci.v5i1.4156

Saputri, A., Sukirno, S., Kurniawan, H., & Probowasito, T. (2020). Developing android game-based learning media “go accounting” in accounting learning. Indonesian Journal on Learning and Advanced Education (IJOLAE), 2(2), 91–99. https://doi.org/10.23917/ijolae.v2i2.9998

Shah, M., & Foster, A. (2015). Developing and assessing teachers’ knowledge of game-based learning. Journal of Technology and Teacher Education, 23(2), 241–267. https://www.learntechlib.org/primary/p/147391/

Sofiadin, A., & Azuddin, M. (2021). An initial sustainable e-learning and gamification framework for higher education. In International conferences on mobile learning 2021 and educational technologies 2021. 65–73. https://eric.ed.gov/?id=ED622429

Spires, H. A., Rowe, J. P., Mott, B. W., & Lester, J. C. (2011). Problem solving and game-based learning: Effects of middle grade students’ hypothesis testing strategies on learning outcomes. Journal of Educational Computing Research, 44(4), 453–472. https://doi.org/10.2190/ec.44.4.e

Sulistyanto, H., Djumadi, D., Sumardjoko, B., Haq, M. I., Zakaria, G. A. N., Narimo, S., Astuti, D., Adhantoro, M. S., Setyabudi, D. P., Sidiq, Y., & Ishartono, N. (2023). Impact of adaptive educational game applications on improving student learning: Efforts to introduce Nusantara culture in Indonesia. Indonesian Journal on Learning and Advanced Education (IJOLAE), 5(3), 249–261. https://doi.org/10.23917/ijolae.v5i3.23004

United Arab Emirates Ministry of Economy. (2021). The Annual Economic Report 2021. Abu Dhabi. https://www.moec.gov.ae/en/annual-reports/-/asset_publisher/tyis/

van Roy, R., & Zaman, B. (2018). Need-supporting gamification in education: An assessment of motivational effects over time. Computers & Education, 127, 283–297. https://doi.org/10.1016/j.compedu.2018.08.018

Vegt, N., Visch, V., de Ridder, H., & Vermeeren, A. (2015). Designing gamification to guide competitive and cooperative behavior in teamwork. In T. Reiners & L. Wood (Eds.). Gamification in Education and Business, (pp. 513–533) Springer. https://doi.org/10.1007/978-3-319-10208-5_26

Wood, L. C., & Reiners, T. (2015). Storytelling to immersive learners in an authentic virtual training environment. In T. Reiners & L. Wood (Eds.). Gamification in Education and Business, (pp. 315–329). Springer. https://doi.org/10.1007/978-3-319-10208-5_16

Yu, Q., Yu, K., & Li, B. (2023). Can gamification enhance online learning? Evidence from a meta-analysis. Education and Information Technologies, 29, 4055–4083. https://doi.org/10.1007/s10639-023-11977-1

Zahedi, L., Batten, J., Ross, M., Potvin, G., Damas, S., Clarke, P., & Davis, D. (2021). Gamification in education: a mixed-methods study of gender on computer science students’ academic performance and identity development. Journal of Computing in Higher Education, 33, 441-474. https://doi.org/10.1007/s12528-021-09271-5

Published

2024-07-30

How to Cite

Murshidi, G. A., Wahyudi, A. B., Islam, M. M., Karthiga , S. V., & Rahmatika, L. (2024). Exploring United Arab Emirates School Teachers’ Perceptions, Motivation and Benefits of Game-Based Teaching and Learning Environments. Alberta Journal of Educational Research, 70(2), 310–327. https://doi.org/10.55016/ojs/ajer.v70i2.78197

Issue

Section

ARTICLES