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EXPLORING THE CURRENT SITUATION OF MACAU KINDERGARTEN TEACHERS IMPLEMENTING GAMIFICATION FOR CHILDREN'S LEARNING IN AN INCLUSIVE CLASSROOM
Date Issued
2024-12
Author(s)
Sou, Iok Heng
Abstract
In Macao, the curriculum guidance based on games as the basic learning method in early childhood education, that has been in place for almost 10 years. In recent years, there are many studies in Macao which have proved the positive impacts of implementing gamification for children's learning. Under gamification for learning education policy implemented by the government, the purpose of this study is to explore the teachers’ current situation of implementing gamification for children’s learning in an inclusive classroom.
This study focuses on Macau kindergarten teachers to explore their current situation of implementing gamification for children’s learning in an inclusive classroom. The research is divided into four aspects to conduct the explanation and elaboration: firstly, the aspect of teachers’ cognition of gamification for children’s learning, secondly, the aspect of their attitude towards the implementation of gamification for children’s learning in an inclusive classroom, thirdly, the aspect of the challenges or difficulties encountered in practices, and fourthly, the teachers’ strategies to cope with challenges. Through the method of semi-structured in-depth interviews of qualitative research, are the perspectives and opinions of 14 kindergarten teachers, from 10 schools that provide inclusive education services in Macao. The results are as follows:
Firstly, the teachers have a clear understanding of the connotation of gamification for children’s learning in general. They understand that the games must be designed, based on the teaching objectives and teaching content. The teachers also recognize that gamification for learning has two characteristics of both education and pleasure.
Secondly, regarding the attitude of teachers, most of them hold a positive attitude towards this approach, which can be attributed to the positive impact of gamification for learning on students with special educational needs, the school’s supporting system, parents’ trust, and the accumulation of practical experiences. However, one of the teachers does not agree with the implementation of gamification for student’s learning in an inclusive classroom, and holds a negative attitude of passive acceptance, which can be attributed to the lack of teaching strategies to support students with special educational needs as they participate in games, the relevant training experiences are not helpful, and unfavorable with school policies.
Thirdly, in regards to the challenges faced by teachers implementing this approach, there are six aspects: firstly, it is challenge to support the whole class students participation in a gamification activity; secondly, it is difficult to design the playing method of games; thirdly, the negativity influence of gamification for learning increases the burden of classroom management; fourthly, it is necessary to support students with special educational needs to participate in games; fifthly, there might be some misunderstandings of gamification for learning from peer teachers or parents; sixthly, classrooms are limited with space and the resources of schools are insufficient.
Fourthly, as for teachers’ strategies to cope with challenges, the strategies used by teachers are related to their attitudes. When teachers have a positive attitude to the approach, they are willing to try and solve the difficulties while implementing gamification for children’s learning with positive strategies. Vice versa, if teachers have a passive acceptance attitude, they may struggle to establish effective coping strategies.
Finally, according to the results of this study, the researcher summarized the issues that need to be further addressed, and made several specific suggestions for the government, schools and teachers to implement gamification for children’s learning in future. At the same time, according to this study, the researcher would also like to make some suggestions for a future study, which can provide some references for the scholars of the related research field.
澳門幼兒教育階段以遊戲為基本學習方式的課程指引將近有10年時間,近年本土也有不少研究證實遊戲教學法應用於孩子的學習上,能帶來正面的影響。在政府推行遊戲為本的教育方針下,本研究目的旨在探討幼稚園教師對應用遊戲教學法於融合教育班的現況。 本研究以澳門幼稚園教師為焦點,探討其對遊戲教學法應用於融合教育班的實踐現況,分為四方面論述,一是教師對遊戲教學法的認知層面,二是其對遊戲教學法應用於融合教育班的態度,三是其實踐過程遇到的挑戰或困難,四是其應對挑戰的策略。透過質性研究的半結構式深度訪談法,了解來自本澳10所有參與融合教育學校的14位幼稚園教師之想法及意見。研究結果如下: 第一,整體教師能釐清遊戲教學法的內涵,明白遊戲活動須按從教學目標及教學內容為依據,其普遍認同遊戲教學法兼具教育性與愉悅性的特色。 第二,關於教師態度方面,大部份教師抱持積極正向的態度,歸其原因包括肯定遊戲教學法對特殊教育需要學生的正面影響、校方支持體系、家長的信任、實踐經驗的累積;同時,亦有個別教師是不贊成遊戲教學法應用於融合教育班,抱持被動接納的負向態度,歸其原因包括缺乏支援特殊需要學生參與遊戲的策略、相關培訓經歷幫助不大、學校政策的不利因素。 第三,關於教師面對的挑戰,包括六方面,一是遊戲活動需支持全班參與,二是難以構思遊戲活動的形式;三是遊戲教學負面的影響造成課堂管理的負擔;四是需要支援特殊需要學生在遊戲活動的狀況;五是同儕教師或家長對遊戲教學的誤解;六是教室空間狹窄以及學校資源配備不足。 第四,關於教師應對挑戰的策略,教師使用的策略與教師態度相關,當教師抱有積極正向的態度,便具信心,並會嘗試以正向的策略解決遊戲教學的困難;反之亦然,若教師產生被動接納的態度,便會感到退縮,未能建立有效的應對策略。 最後,根據本研究的結果,研究者總結出需進一步解決的問題,藉此對政府、學校及教師提出具體的建議,供日後推行遊戲化教學參考。同時依據本研究,提出研究展望,供未來進行相關研究領域的學者提供一些意見。
This study focuses on Macau kindergarten teachers to explore their current situation of implementing gamification for children’s learning in an inclusive classroom. The research is divided into four aspects to conduct the explanation and elaboration: firstly, the aspect of teachers’ cognition of gamification for children’s learning, secondly, the aspect of their attitude towards the implementation of gamification for children’s learning in an inclusive classroom, thirdly, the aspect of the challenges or difficulties encountered in practices, and fourthly, the teachers’ strategies to cope with challenges. Through the method of semi-structured in-depth interviews of qualitative research, are the perspectives and opinions of 14 kindergarten teachers, from 10 schools that provide inclusive education services in Macao. The results are as follows:
Firstly, the teachers have a clear understanding of the connotation of gamification for children’s learning in general. They understand that the games must be designed, based on the teaching objectives and teaching content. The teachers also recognize that gamification for learning has two characteristics of both education and pleasure.
Secondly, regarding the attitude of teachers, most of them hold a positive attitude towards this approach, which can be attributed to the positive impact of gamification for learning on students with special educational needs, the school’s supporting system, parents’ trust, and the accumulation of practical experiences. However, one of the teachers does not agree with the implementation of gamification for student’s learning in an inclusive classroom, and holds a negative attitude of passive acceptance, which can be attributed to the lack of teaching strategies to support students with special educational needs as they participate in games, the relevant training experiences are not helpful, and unfavorable with school policies.
Thirdly, in regards to the challenges faced by teachers implementing this approach, there are six aspects: firstly, it is challenge to support the whole class students participation in a gamification activity; secondly, it is difficult to design the playing method of games; thirdly, the negativity influence of gamification for learning increases the burden of classroom management; fourthly, it is necessary to support students with special educational needs to participate in games; fifthly, there might be some misunderstandings of gamification for learning from peer teachers or parents; sixthly, classrooms are limited with space and the resources of schools are insufficient.
Fourthly, as for teachers’ strategies to cope with challenges, the strategies used by teachers are related to their attitudes. When teachers have a positive attitude to the approach, they are willing to try and solve the difficulties while implementing gamification for children’s learning with positive strategies. Vice versa, if teachers have a passive acceptance attitude, they may struggle to establish effective coping strategies.
Finally, according to the results of this study, the researcher summarized the issues that need to be further addressed, and made several specific suggestions for the government, schools and teachers to implement gamification for children’s learning in future. At the same time, according to this study, the researcher would also like to make some suggestions for a future study, which can provide some references for the scholars of the related research field.
澳門幼兒教育階段以遊戲為基本學習方式的課程指引將近有10年時間,近年本土也有不少研究證實遊戲教學法應用於孩子的學習上,能帶來正面的影響。在政府推行遊戲為本的教育方針下,本研究目的旨在探討幼稚園教師對應用遊戲教學法於融合教育班的現況。 本研究以澳門幼稚園教師為焦點,探討其對遊戲教學法應用於融合教育班的實踐現況,分為四方面論述,一是教師對遊戲教學法的認知層面,二是其對遊戲教學法應用於融合教育班的態度,三是其實踐過程遇到的挑戰或困難,四是其應對挑戰的策略。透過質性研究的半結構式深度訪談法,了解來自本澳10所有參與融合教育學校的14位幼稚園教師之想法及意見。研究結果如下: 第一,整體教師能釐清遊戲教學法的內涵,明白遊戲活動須按從教學目標及教學內容為依據,其普遍認同遊戲教學法兼具教育性與愉悅性的特色。 第二,關於教師態度方面,大部份教師抱持積極正向的態度,歸其原因包括肯定遊戲教學法對特殊教育需要學生的正面影響、校方支持體系、家長的信任、實踐經驗的累積;同時,亦有個別教師是不贊成遊戲教學法應用於融合教育班,抱持被動接納的負向態度,歸其原因包括缺乏支援特殊需要學生參與遊戲的策略、相關培訓經歷幫助不大、學校政策的不利因素。 第三,關於教師面對的挑戰,包括六方面,一是遊戲活動需支持全班參與,二是難以構思遊戲活動的形式;三是遊戲教學負面的影響造成課堂管理的負擔;四是需要支援特殊需要學生在遊戲活動的狀況;五是同儕教師或家長對遊戲教學的誤解;六是教室空間狹窄以及學校資源配備不足。 第四,關於教師應對挑戰的策略,教師使用的策略與教師態度相關,當教師抱有積極正向的態度,便具信心,並會嘗試以正向的策略解決遊戲教學的困難;反之亦然,若教師產生被動接納的態度,便會感到退縮,未能建立有效的應對策略。 最後,根據本研究的結果,研究者總結出需進一步解決的問題,藉此對政府、學校及教師提出具體的建議,供日後推行遊戲化教學參考。同時依據本研究,提出研究展望,供未來進行相關研究領域的學者提供一些意見。
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