Pre-service teachers’ perceptions of integrating digital games into future teaching

This study aimed to investigate pre-service teachers’ perceptions of using digital games for future teaching, with a focus on variables including beliefs, motivation to adopt digital games, self-efficacy of digital game integration, and intention to adopt digital games for future teaching. We examined the changes of pre-service teachers’ perceptions of adopting digital games over time as well as the relationships of beliefs, motivation, self-efficacy, and intention for the adoption of digital games. Participants included pre-service teachers from a university in the northeastern United States. Quantitative data were collected using online pre- and post-surveys. Quantitative approaches (e.g., t-tests, ANOVAs, etc.) were performed to analyze the data. Results indicated that there were significant changes in pre-service teachers’ belief, motivation, self-efficacy, and intention to adopt digital games before and after their participation in a digital game project. Beliefs and motivation were significant predictors of pre-service teachers’ intention for future adoption. Gender, iPad ownership, years of playing digital games, and thoughts of using digital games had an influence on pre-service teachers’ perceptions of using digital games in future teaching.

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Publication Details

Journal
Research and Practice in Technology Enhanced Learning
Published
2025-04-01
DOI
https://doi.org/10.58459/rptel.2026.21007
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
10.33
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article

Pre-service teachers’ perceptions of integrating digital games into future teaching

Yu-Chun Kuo, Yu-Tung Kuo, Andrew Walker
3 citations
Research and Practice in Technology Enhanced Learning
Educational Games and Gamification
10.33
article

Pre-service teachers’ perceptions of integrating digital games into future teaching

Yu-Chun Kuo, Yu-Tung Kuo, Andrew Walker
article en
3 citations

Abstract

This study aimed to investigate pre-service teachers’ perceptions of using digital games for future teaching, with a focus on variables including beliefs, motivation to adopt digital games, self-efficacy of digital game integration, and intention to adopt digital games for future teaching. We examined the changes of pre-service teachers’ perceptions of adopting digital games over time as well as the relationships of beliefs, motivation, self-efficacy, and intention for the adoption of digital games. Participants included pre-service teachers from a university in the northeastern United States. Quantitative data were collected using online pre- and post-surveys. Quantitative approaches (e.g., t-tests, ANOVAs, etc.) were performed to analyze the data. Results indicated that there were significant changes in pre-service teachers’ belief, motivation, self-efficacy, and intention to adopt digital games before and after their participation in a digital game project. Beliefs and motivation were significant predictors of pre-service teachers’ intention for future adoption. Gender, iPad ownership, years of playing digital games, and thoughts of using digital games had an influence on pre-service teachers’ perceptions of using digital games in future teaching.

Research and Practice in Technology Enhanced LearningVol. 21
Utah State University (US), North Carolina Agricultural and Technical State University (US), Rowan University (US)
Openalex Percentile: Top 2%
Educational Games and Gamification
10.33
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