Fostering pre-service teachers’ classroom management in an inclusive classroom: How effective are serious educational games?

This quasi-experimental study addresses the importance of effective teacher education in the digital age by exploring the potential of serious educational games (SEGs) to foster pre-service teachers’ classroom management competencies in inclusive classrooms: knowledge about classroom management, attitudes toward the benefits of inclusive education, and teaching motivation. We developed 19 SEG scenarios set in an inclusive fourth-grade classroom and administered them to 193 pre-service teachers in university courses. Latent change score models revealed a benefit for participants in the intervention group regarding one facet of (self-perceived) knowledge about classroom management. The findings provide guidance for the development of SEGs in teacher education and propose implications for exploring factors that may influence the effectiveness of those games. • Evaluation of a theory-driven SEG simulating classroom management in an inclusive fourth-grade classroom. • Pre-service teachers using SEG reported higher procedural knowledge gains. • No effects from the SEG on pre-service teachers' attitudes toward inclusive education and intrinsic motivation. • Immediate effects of the SEG and potential of increasing intervention intensity should be investigated.

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Publication Details

Journal
Teaching and Teacher Education
Published
2026-04-20
DOI
https://doi.org/10.1016/j.tate.2026.105537
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Fostering pre-service teachers’ classroom management in an inclusive classroom: How effective are serious educational games?

Nele McElvany, Annika Ohle-Peters
Teaching and Teacher Education
Educational Games and Gamification
article

Fostering pre-service teachers’ classroom management in an inclusive classroom: How effective are serious educational games?

Nele McElvany, Annika Ohle-Peters
article en

Abstract

This quasi-experimental study addresses the importance of effective teacher education in the digital age by exploring the potential of serious educational games (SEGs) to foster pre-service teachers’ classroom management competencies in inclusive classrooms: knowledge about classroom management, attitudes toward the benefits of inclusive education, and teaching motivation. We developed 19 SEG scenarios set in an inclusive fourth-grade classroom and administered them to 193 pre-service teachers in university courses. Latent change score models revealed a benefit for participants in the intervention group regarding one facet of (self-perceived) knowledge about classroom management. The findings provide guidance for the development of SEGs in teacher education and propose implications for exploring factors that may influence the effectiveness of those games. • Evaluation of a theory-driven SEG simulating classroom management in an inclusive fourth-grade classroom. • Pre-service teachers using SEG reported higher procedural knowledge gains. • No effects from the SEG on pre-service teachers' attitudes toward inclusive education and intrinsic motivation. • Immediate effects of the SEG and potential of increasing intervention intensity should be investigated.

Teaching and Teacher EducationVol. 177
TU Dortmund University (DE)
Bundesministerium für Bildung und Forschung
Quality Education
Openalex Percentile: Top 6%
Educational Games and Gamification
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