Digital Games in Primary Education

Digital educational games create a new perspective in learning culture, which go hand in hand with the interests of the pupils. Digital educational games are an innovation in primary education that can enhance children learning and acquiring skills. The integration of digital educational games in th...

Descripción completa

Guardado en:
Detalles Bibliográficos
Autor principal: Manesis, Dionysios
Formato: Capítulo de libro
Lenguaje:inglés
Publicado: IntechOpen 2020
Materias:
Acceso en línea:https://www.intechopen.com/chapters/71084
Etiquetas: Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
_version_ 1879164694125608960
author Manesis, Dionysios
author_browse Manesis, Dionysios
author_facet Manesis, Dionysios
author_sort Manesis, Dionysios
building IntechOpen
collection Acceso abierto
description Digital educational games create a new perspective in learning culture, which go hand in hand with the interests of the pupils. Digital educational games are an innovation in primary education that can enhance children learning and acquiring skills. The integration of digital educational games in the school environment of primary education could effectively contribute to reforming the educational system. Early childhood education and primary education teachers can play a crucial role in supporting children’s digital game-based learning (DGBL). Teachers’ beliefs about using DGBL are important and often limit their efforts to integrate new technologies into the classroom. Positive views can help teachers embody DGBL in their teaching methods more easily. Thus, without the knowledge of teachers’ views and intentions about using DGBL in primary education settings, any potential innovations in this area may lack utility. The scope of this chapter is to investigate the pedagogical dimension of digital educational games as far as the primary education concerns, examine the factors that influence the effectiveness of games in the learning procedure, give valuable information in the designers of digital educational games, and finally examine primary school teachers’ beliefs about DGBL, as well as their confidence in integrating digital educational games in the classroom.
doi_str_mv 10.5772/intechopen.91134
first_indexed 2026-10-15T21:38:24Z
format Book Chapter
fullrecord <oai_dc:dc xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><identifier>intech-71084</identifier><datestamp>2020-02-12</datestamp> <dc:title>Digital Games in Primary Education</dc:title> <dc:creator>Dionysios Manesis</dc:creator> <dc:subject>Social Sciences and Humanities</dc:subject> <dc:description>Digital educational games create a new perspective in learning culture, which go hand in hand with the interests of the pupils. Digital educational games are an innovation in primary education that can enhance children learning and acquiring skills. The integration of digital educational games in the school environment of primary education could effectively contribute to reforming the educational system. Early childhood education and primary education teachers can play a crucial role in supporting children’s digital game-based learning (DGBL). Teachers’ beliefs about using DGBL are important and often limit their efforts to integrate new technologies into the classroom. Positive views can help teachers embody DGBL in their teaching methods more easily. Thus, without the knowledge of teachers’ views and intentions about using DGBL in primary education settings, any potential innovations in this area may lack utility. The scope of this chapter is to investigate the pedagogical dimension of digital educational games as far as the primary education concerns, examine the factors that influence the effectiveness of games in the learning procedure, give valuable information in the designers of digital educational games, and finally examine primary school teachers’ beliefs about DGBL, as well as their confidence in integrating digital educational games in the classroom.</dc:description> <dc:publisher>IntechOpen</dc:publisher> <dc:date>2020-02-12</dc:date> <dc:type>Chapter, Part Of Book</dc:type> <dc:identifier>https://www.intechopen.com/chapters/71084</dc:identifier> <dc:identifier>doi:10.5772/intechopen.91134</dc:identifier> <dc:language>en</dc:language> <dc:relation>ISBN:978-1-83880-009-3</dc:relation> <dc:rights>https://creativecommons.org/licenses/by/3.0/</dc:rights> <dc:source>https://www.intechopen.com/books/7601 ; Game Design and Intelligent Interaction</dc:source> </oai_dc:dc>
id intech-71084
institution IntechOpen
isbn 978-1-83880-009-3
language English
last_indexed 2026-10-15T21:38:24Z
publishDate 2020
publishDateRange 2020
publishDateSort 2020
publisher IntechOpen
publisherStr IntechOpen
record_format oai_dc
spelling intech-710842020-02-12 Digital Games in Primary Education Dionysios Manesis Social Sciences and Humanities Digital educational games create a new perspective in learning culture, which go hand in hand with the interests of the pupils. Digital educational games are an innovation in primary education that can enhance children learning and acquiring skills. The integration of digital educational games in the school environment of primary education could effectively contribute to reforming the educational system. Early childhood education and primary education teachers can play a crucial role in supporting children’s digital game-based learning (DGBL). Teachers’ beliefs about using DGBL are important and often limit their efforts to integrate new technologies into the classroom. Positive views can help teachers embody DGBL in their teaching methods more easily. Thus, without the knowledge of teachers’ views and intentions about using DGBL in primary education settings, any potential innovations in this area may lack utility. The scope of this chapter is to investigate the pedagogical dimension of digital educational games as far as the primary education concerns, examine the factors that influence the effectiveness of games in the learning procedure, give valuable information in the designers of digital educational games, and finally examine primary school teachers’ beliefs about DGBL, as well as their confidence in integrating digital educational games in the classroom. IntechOpen 2020-02-12 Chapter, Part Of Book https://www.intechopen.com/chapters/71084 doi:10.5772/intechopen.91134 en ISBN:978-1-83880-009-3 https://creativecommons.org/licenses/by/3.0/ https://www.intechopen.com/books/7601 ; Game Design and Intelligent Interaction
spellingShingle Social Sciences and Humanities
Manesis, Dionysios
Digital Games in Primary Education
title Digital Games in Primary Education
title_full Digital Games in Primary Education
title_fullStr Digital Games in Primary Education
title_full_unstemmed Digital Games in Primary Education
title_short Digital Games in Primary Education
title_sort digital games in primary education
topic Social Sciences and Humanities
url https://www.intechopen.com/chapters/71084
work_keys_str_mv AT manesisdionysios digitalgamesinprimaryeducation