How do digital games utilization levels predict a teacher’s digital material development self-efficacy?

Küçük Resim Yok

Tarih

2021

Dergi Başlığı

Dergi ISSN

Cilt Başlığı

Yayıncı

Birlesik Dunya Yenilik Arastirma ve Yayıncilik Merkezi

Erişim Hakkı

info:eu-repo/semantics/openAccess

Özet

This study is a correlation research that aims to reveal whether digital material game usage sub-dimensions, gender, school level, in-service training for education in the digital environment, digital game playing status, devices and remote education variables, are significant predictors of digital material development self-efficacy level sub-dimensions. The study group consisted of 330 teachers. The study group consists of voluntary teachers from all education levels who provide remote education during the pandemic in Malatya city in the 2020–2021 academic year. This study found that there is a negative relationship between teachers’ seniority and Web 2.0 development self-efficacy; a positive significant relationship between attitudes to use digital games in the class and Web 2.0 development skills; higher design self-efficacy perception in teachers with in-service training compared to those who did not have in-service training; higher design self-efficacy for teachers with high attitude towards using digital games in class; and negative attitudes towards digital games increased as the negative perspective towards digital material development self-efficacy increased. Experimental and qualitative studies regarding digital game-based digital teaching material efficiency can be recommended. © 2021 Birlesik Dunya Yenilik Arastirma ve Yayincilik Merkezi. All rights reserved.

Açıklama

Anahtar Kelimeler

COVID-19 pandemic, Digital games, Digital material, Material development, Self-efficacy

Kaynak

World Journal on Educational Technology: Current Issues

WoS Q Değeri

Scopus Q Değeri

N/A

Cilt

13

Sayı

2

Künye