You are here:

Preparing Teachers for Integration of Digital Games in K-12 Education

, , Drexel University, United States

Society for Information Technology & Teacher Education International Conference, in Savannah, GA, United States ISBN 978-1-939797-13-1 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA


In this paper, Game Network Analysis (GaNA) was used for developing and assessing fourteen pre-service teachers’ knowledge of game-based learning over 11-weeks. Data obtained from knowledge surveys and game integration scenario tests were triangulated with data collected using a background survey, and a focus group interview. Participants’ understanding of game analysis evolved from game explorations and selection to evaluation. Participants’ understanding of game integration encompassed teacher and student roles in a game-based classroom and the design of experiences to augment the impact of games for teaching and learning. Participants began to recognize how multiple factors within their context could not only impact teachers’ decisions during game analysis and integration, but also impact the overall success of adoption of game-based learning as an instructional approach. Implications for developing and assessing teachers’ knowledge of game-based learning are discussed.


Shah, M. & Foster, A. (2016). Preparing Teachers for Integration of Digital Games in K-12 Education. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 2349-2356). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE). Retrieved March 24, 2019 from .

View References & Citations Map


  1. Becker, K. (2007). Digital game-based learning once removed: Teaching teachers. British Journal of Educational Technology, 38(3), 478-488.
  2. Can, G., & Cagiltay, K. (2006). Turkish prospective teachers' perceptions regarding the use of computer games with educational features. Journal of Educational Technology& Society, 9(1).
  3. Clark, D, Tanner-Smith, E, Killingsworth, S, & Bellamy, S (2013). Digital games for learning: A systematic review and metaanalysis. Menlo Park, CA: SRI International.
  4. Creswell, J.W, & Clark, V.L.P. (2007). Designing and Conducting Mixed Methods Research. Thousand Oaks, CA: Sage Publications, Inc.
  5. Cullen, T.A., & Greene, B.A. (2011). Preservice teachers' beliefs, attitudes, and motivation about technology integration. Journal of Educational Computing Research, 45(1), 29-47.
  6. Eastwood, J.L., & Sadler, T.D. (2013). Teachers' implementation of a game-based biotechnology curriculum. Computers& Education, 66(0), 11-24.
  7. Ertzberger, J. (2009). An exploration of factors affecting teachers’ use of videogames as instructional tools. (Ed.D Dissertation), Pepperdine University, Malibu, CA.
  8. Evans, M., & Barbour, M. (2007). Making Sense of VideoGames: Pre-Service Teachers Struggle with This New Medium. Paper presented at the World Conference on E-Learning inCorporate, Government, Healthcare, and Higher Education 2007, Quebec City, Canada.
  9. Foster, A., Shah, M., & Duvall, M. (2015). Game Network Analysis: A methodological framework for teaching with videogames. In M.L. Niess& H. Gillow-Wiles (Eds.) Handbook of Research on Teacher Education in the Digital Age
  10. Foster, A. & Shah, M. (2015). The play curricular activity reflection and discussion model for game-based learning. Journal of Research on Technology in Education, 47(2), 71-88.
  11. Foster, A. (2012). Assessing learning games for school content: Framework and methodology. In D. Ifenthaler, D. Eseryel & X. Ge (Eds.), Assessment in Game-based Learning: Foundations, Innovations, and Perspectives. New York: Springer.
  12. Foster, A., Mishra, P., & Koehler, M. (2011). Digital game analysis: Using the Technological Pedagogical Content Knowledge framework to determine the affordances of a game for learning. In M. Khine (Ed.), Learning to Play: Exploring the Future of Education with VideoGames. New York: Peter Lang Publications.
  13. Foster, A.N. (2011). The process of learning in a simulation strategy game: Disciplinary knowledge construction Journal of Educational Computing Research, 45(1).
  14. Fishman, B, Riconscente, M, Snider, R, Tsai, T, & Plass, J. (2014). Empowering educators: Supporting student progress in the classroom with digital games.. Ann Arbor: University of Michigan.
  15. Gresalfi, M., Barnes, J., & Pettyjohn, P. (2011). Why videogames are not teacher-proof: The central role of the teacher when using new technologies in the classroom Multi-User Virtual Environments for the Classroom: Practical Approaches to Teaching in Virtual Worlds (pp. 267-284): IGI Global.
  16. Hanghøj, T., & Brund, C.E. (2011). Teachers and serious games: Teachers roles and positionings in relation to educational games Serious games in education: A global perspective (1st ed., pp. 125-136). København: Aarhus Universitetsforlag.
  17. Hsu, T.Y., & Chiou, G.F. (2011). Preservice teachers' awareness of digital game-supported learning. Paper presented at the Society for Information Technology& Teacher Education International Conference 2011, Nashville, Tennessee, USA. Http:// Kennedy-Clark, S., Galstaun, V., & Anderson, K. (2013). Death in Rome: Using an online game for inquiry-based learning in a preservice teacher training course. Cases on Digital Game-Based Learning: Methods, Models, and Strategies (pp. 364-382):
  18. Li, Q. (2013). Digital games and learning: A study of preservice teachers' perceptions. International Journal of Play(2), 1-16.
  19. Mishra, P., & Koehler, M. (2006). Technological Pedagogical Content Knowledge: A new framework for teacher knowledge. Teachers College Record, 108(6), 1017-1054.
  20. Pastore, R.S., & Falvo, D. (2010). Pre-and in-service teachers perceptions of gaming in the classroom. International Journal of Instructional Technology and Distance Learning, 7(12).
  21. Ruggiero, D. (2013). Videogames in the classroom: The teacher point of view. Paper presented at the Games for Learning Workshop of the Foundations of Digital Games Conference, Chania, Greece.
  22. Sardone, N.B., & Devlin-Scherer, R. (2010). Teacher candidate responses to digital games: 21st-century skills development. Journal of Research on Technology in Education, 42(4), 409-425.
  23. Schrader, P.G., Archambault, L.M., & Oh-Young, C.. (2011). Training by gaming: Preparing teachers of today for tomorrow's learning environments. Journal of Technology and Teacher Education, 19(3), 261-286.
  24. Shah, M. (2015). Pre-service teacher education in game-based learning: Cultivating knowledge and skills for integrating digital games in K-12 classrooms. (Unpublished doctoral thesis). Drexel University, USA
  25. Shah, M. & Foster, A. (2015). Developing and assessing teachers’ knowledge of game-based learning. Journal of Technology and Teacher Education, 23(2), 241-267. Chesapeake, VA: Society for Information Technology& Teacher Education.
  26. Shah, M. & Foster, A. (2014). Undertaking an ecological approach to advance game-based learning: A case study. Special issue on game-based learning for 21st century transferable skills: Challenges and opportunities. Journal of Educational Technology and Society, 17(1), 29-41
  27. Shah, M., Foster, A., Scottoline, M. & Duvall, M. (2014). Pre-service teacher education in game-based learning: Analyzing and integrating Minecraft. In M. Searson& M. Ochoa (Eds.), Proceedings of Society for Information Technology& Teacher Education International Conference 2014 (pp. 2646-2654). Chesapeake, VA: AACE.
  28. Steinkuehler, C., & Squire, K. (2014). Videogames and Learning. In K. Sawyer (Ed.), Cambridge Handbook of the Learning Sciences (Second ed.). New York.
  29. Takeuchi, L.M, & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. New York: The Joan Ganz Cooney Center at Sesame Workshop.
  30. Wouters, P, van Nimwegen, C, van Oostendorp, H, & Vander Spek, E.D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265.

These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact