Educational Loss at Times of Crisis: The Role of Games in Students' Learning in Palestine and Iraq

被引:1
作者
Ali, Kareema [1 ]
Burgos, Daniel [1 ,2 ]
Affouneh, Saida [1 ]
机构
[1] An Najah Natl Univ ANNU, Fac Educ Sci & Teachers Training, POB 7, Nablus, Palestine
[2] Univ Int La Rioja UNIR, Res Inst Innovat & Technol Educ UNIR iTED, Logrono 26006, Spain
关键词
educational games; educational loss; motivation; crises; MOTIVATION;
D O I
10.3390/su15064983
中图分类号
X [环境科学、安全科学];
学科分类号
08 ; 0830 ;
摘要
This study examines the role of educational games in compensating for educational loss and their impact on students' motivation towards learning during crises in Palestine and Iraq. Additionally, the study considers the challenges facing the employment of this strategy and ways to overcome these challenges. By performing separate open semi-structured interviews with a group of 10 educators from university professors, teachers, and educational supervisors, the study used the qualitative descriptive approach which designs multiple case studies. The results showed the prominent role that educational games play in increasing students' motivation towards learning and compensating for educational loss through what they add to the fun and suspense in the learning process and how they shorten time and effort and help students to engage and cooperate in acquiring knowledge, skills, and values. The results also reveal common challenges that face the employment of educational games. These challenges are social, economic, technological, challenges related to school environment, and psychological challenges. The study shows the possibility of overcoming these challenges by providing funding sources, preparing plans to employ educational games, and developing teachers' capabilities to implement them in their teaching practices.
引用
收藏
页数:15
相关论文
共 66 条
  • [11] Ary D., 2010, Introduction to Research in Education, V8th
  • [12] Mobile Learning Technologies as a Means of Maintaining Education Delivery In Crisis Situations
    Baytiyeh, Hoda
    [J]. INTERNATIONAL JOURNAL OF INFORMATION AND COMMUNICATION TECHNOLOGY EDUCATION, 2019, 15 (03) : 1 - 10
  • [13] Betebenner W.D., 2021, UNDERSTANDING PANDEM
  • [14] Power Point Game, Motivation, Achievement: The Impact and Students' Perception
    Budasi, I. Gede
    Ratminingsih, Ni Made
    Agustini, Ketut
    Risadi, Md Yudyantara
    [J]. INTERNATIONAL JOURNAL OF INSTRUCTION, 2020, 13 (04) : 509 - 522
  • [15] Call-Cummings M, 2020, NEW RES NEW VOICE, V9, P1, DOI [10.1163/9789004411470_001, 10.4018/IJMBL.2020040101]
  • [16] A Preliminary Study of the Influence of Game Types on the Learning Interests of Primary School Students in Digital Games
    Chen, Min-Bin
    Wang, Siou-Ge
    Chen, You-Ning
    Chen, Xiao-Fang
    Lin, Yi-Zhen
    [J]. EDUCATION SCIENCES, 2020, 10 (04):
  • [17] Substantial Integration of Typical Educational Games Into Extended Curricula
    Clark, Douglas B.
    Tanner-Smith, Emily
    Hostetler, Andrew
    Fradkin, Aryah
    Polikov, Vadim
    [J]. JOURNAL OF THE LEARNING SCIENCES, 2018, 27 (02) : 265 - 318
  • [18] ReCALL special issue: Digital games for language learning: challenges and opportunities
    Cornillie, Frederik
    Thorne, Steven L.
    Desmet, Piet
    [J]. RECALL, 2012, 24 : 243 - 256
  • [19] Creswell J. W., 2019, ED RES PLANNING COND
  • [20] Learning loss during Covid-19: An early systematic review
    Robin Donnelly
    Harry Anthony Patrinos
    [J]. PROSPECTS, 2022, 51 (4) : 601 - 609