27.06.2013 Views

Volume Two - Academic Conferences

Volume Two - Academic Conferences

Volume Two - Academic Conferences

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

3.1 The inner factors<br />

Caroline Stockman and Fred Truyen<br />

3.1.1 Beliefs<br />

Though research has argued that the belief system of the teacher is an adequate factor for prediction<br />

of behaviour towards technology (Judson, 2006; Roehrig et al., 2007; Haney et al.,2002), this paper<br />

states it is only the beginning, as there are a lot more elements at stake and the teaching methods,<br />

notions and prejudices which the teacher adheres as defined by past experience, will only determine<br />

if the teacher will start at a high or low place in the spiral. Though a connection to the belief system<br />

and the adoption process has been proven to correlate (a more traditional approach is said to have a<br />

negative impact on the integration) (Liu, 2011; Tondeur, Hermans & Van Braak, 2008), it has also<br />

been established that the integration of technology by teachers with a claim to student-centered,<br />

constructivist methods and beliefs, does not result automatically in powerful, innovative or effective<br />

teaching (Cuban, Kirkpatrick & Peck, 2001; Hermans, Tondeur, van Braak & Valcke, 2008).<br />

During the survey on educational gaming in Belgium, teachers were asked to express their opinion on<br />

five different statements about games.<br />

Firstly, the statement : “Games stimulate aggressive behaviour", which is a common prejudice, readily<br />

reinforced by public media and inherent to a 'moral panic' perspective. As our current focus is not on<br />

the object, we will not discuss whether there is truth in that statement, only what the teachers believe<br />

to be true.<br />

The results show that teachers are cautious in their judgment. Roughly a third of them ‘neither agrees<br />

nor disagrees’, while another 30% disagrees to some level.<br />

Half of the participants also ‘disagrees’ with the statement that “You can’t learn anything from a video<br />

game”, as show in graph A. If you add the number of teachers who ‘strongly disagreed’ with that<br />

statement, you come to 68% of the participants who actually do believe in the educational potential of<br />

games.<br />

Figure 2: Opinion results to didactic potential of video games<br />

Overall, teachers' attitude towards video games was fairly open, yet despite this largely positive<br />

attitude, only three teachers of all participants said to have used video games in their lessons. This<br />

shows there are more factors at play. When it came to language labs, very few teachers expressed<br />

prejudice towards the technology, the main concern being isolation of the learners, amongst<br />

themselves and towards the teacher. It is important to understand that these prejudices can lead to<br />

misunderstandings about technology and its educational use. The inner disagreement becomes (yet<br />

again) very clear when one Belgian RS teacher thoughtfully said her children "think they learn English<br />

while playing. One of them is even pursuing higher education in English because gaming encouraged<br />

him to it.", though during the same interview, she added dismissively that "kids already play enough<br />

games in their spare time as it is."<br />

813

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!