Digital Game-Based Language Learning (DGBL): An Analysis of Polish and Spanish Teacher Candidates’ Knowledge and Attitudes

The digital gaming industry is experiencing rapid growth and presents significant potential for implementation in educational contexts. Despite a significant body of literature on Digital Game-Based Language Learning (DGBL), the focus has primarily been on students as game players rather than on teacher candidates as future educators. This study aimed to examine the attitudes and knowledge of 205 teacher candidates from Poland (n = 79) and Spain (n = 126) regarding digital games’ potential for foreign language learning. Convenience sampling was used, and a mixed-method approach was taken to collect quantitative and qualitative data via pre-post surveys, digital game presentations, and class discussions. Participants undertook various DGBL activities and were grouped into teams to choose games for language learning, create infographics, and share their insights in a collaborative learning environment. Statistical analysis indicated differences in the first-time technology access and gameplay frequency between the Polish and Spanish cohorts. The Wilcoxon-signed rank test revealed a significant difference (p ≤ 0.05) in two of the five scale dimensions: usefulness (U) and preference for digital games (PDG). The findings suggest that while teacher candidates hold a positive view of DGBL’s potential, they lack practical knowledge of its implementation in the language classroom.

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Publication Details

Journal
Theory and Practice of Second Language Acquisition
Published
2024-09-30
DOI
https://doi.org/10.31261/tapsla.14599
Primary Topic
Second Language Learning and Teaching
Type
article
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Digital Game-Based Language Learning (DGBL): An Analysis of Polish and Spanish Teacher Candidates’ Knowledge and Attitudes

Jose Belda-Medina, Miguel Luis Poveda Balbuena
Theory and Practice of Second Language Acquisition
Second Language Learning and Teaching
article

Digital Game-Based Language Learning (DGBL): An Analysis of Polish and Spanish Teacher Candidates’ Knowledge and Attitudes

Jose Belda-Medina, Miguel Luis Poveda Balbuena
article en

Abstract

The digital gaming industry is experiencing rapid growth and presents significant potential for implementation in educational contexts. Despite a significant body of literature on Digital Game-Based Language Learning (DGBL), the focus has primarily been on students as game players rather than on teacher candidates as future educators. This study aimed to examine the attitudes and knowledge of 205 teacher candidates from Poland (n = 79) and Spain (n = 126) regarding digital games’ potential for foreign language learning. Convenience sampling was used, and a mixed-method approach was taken to collect quantitative and qualitative data via pre-post surveys, digital game presentations, and class discussions. Participants undertook various DGBL activities and were grouped into teams to choose games for language learning, create infographics, and share their insights in a collaborative learning environment. Statistical analysis indicated differences in the first-time technology access and gameplay frequency between the Polish and Spanish cohorts. The Wilcoxon-signed rank test revealed a significant difference (p ≤ 0.05) in two of the five scale dimensions: usefulness (U) and preference for digital games (PDG). The findings suggest that while teacher candidates hold a positive view of DGBL’s potential, they lack practical knowledge of its implementation in the language classroom.

Theory and Practice of Second Language AcquisitionVol. 10(2)
University of Alicante (ES)
Quality Education
Openalex Percentile: Top 70%
Second Language Learning and Teaching
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