Thursday, February 8, 2007


Project 02: Integrating Computer Games in Education Through Teacher Professional Development and Pre-Service Training

INFORMATION
Date: 14 – 17 August 2006
Venue: Multimedia Lab 3, UPSI, Tg. Malim, Perak, Malaysia
Intended Participant: 89 students/pre-service teachers (Fourth Semester)

BACKGROUND
The future of learning technologies have become well-known and used by educators around the world. But most of these gadgets take place in schools, or to be precise, in the classrooms, where the teachers play important roles of the 21st century literacy and technology. Teachers must adopt (accept), adapt (settle in), and adept (skilful) some - may be all - the teaching and learning tools, from the agile technology such as blackboard, whiteboard, books, pencil and paper to the up-coming digital technology such television, projector, computer, and electronic games.

The central idea of this study is that “the tremendous contribution of these new technologies in the enhancement of learning in the classroom is the priority of teacher’s perception in supporting a wide range of teaching styles”. The study uses a multi-facet research methodology to collect and analyze quantitative and qualitative data from the potential participants. The study began with a review of the relevant literature on effective computer games practices and future directions in order to define the study’s major themes and create a working set of hypotheses to be tested. The selected students participated in some game play and made their responds to the questions, and these inputs have been analyzed. To support the study, interviews have been conducted to get details of some key findings derived in the quantitative research, for clarification and further description of some topics. It is noted, 95% of them agreed that integration of computer games in classroom will creates a new dimension on a new educational teaching and learning tools.

EQUIPMENT USED
One computer lab (equipped with multimedia computers and Internet facilities) including desks arrangement, bench or general workspace.