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Using Game-Based Virtual Classroom Simulation in Teacher Training

User Experience Research

Bibliographic Data

ID21629845
AuthorsÖzge Kelleci (0000-0001-6495-8320, Hasan Kalyoncu University, corresponding author), Nuri Can Aksoy (0000-0001-6087-8884, Hasan Kalyoncu University)
Year2021
Volume52
Issue2
Pages204-225
Publication date2021-04-01
Open AccessYes
TypeARTICLE
VenueSimulation & Gaming (JOURNAL)
Journal identifiersISSN: 1046-8781 • E-ISSN: 1552-826X
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/1046878120962152
OpenAlexW3092279435
LanguageEN
Citations received7
References cited24

Background. Simulation-based training is an effective, and therefore increasingly widespread, tool used in the teaching and assessment of complex skills. In order to determine the effectiveness of the virtual classroom simulators used in teacher training, there is a need for studies into user experiences, within the scope of human-computer interaction, which provide an indicator of software usability. Aim. The aim of this study was to examine the experiences of teacher candidates and academics in the use of SimInClass, a game-based virtual classroom simulator. Method. 16 senior teacher candidates and two academics, determined by the criterion sampling method, participated in the case study which involved a focus group interview, one-on-one interviews, and observation techniques. The case study centered around a 14-week teacher training program which used the SimInClass simulation. Data related to user experiences was analyzed independently by two researchers, and the fit index between the data encoders was calculated as being 0.94. Results and Conclusion. The participants who preferred to use the SimInClass simulation on a computer said they did so because of user input, usage control and screen size, while those who favored using a mobile device pointed to the easy access. All of the participants felt that the SimInClass simulation was effective in providing clear directions and giving feedback. One suggestion was that the simulation should give clues regarding the correct solution, while some users felt that it needed to be made more accessible for different disciplines. Despite some reservations and suggestions of this type, the overall impression of the test subjects was that the use of virtual classroom simulators in teacher training was effective

Focus group · Human–computer interaction · Mathematics education · Multimedia · Usability · Computer Science · Educational Games and Gamification · Innovative Teaching and Learning Methods · Motivation and Self-Concept in Sports · Psychology

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Citations per year1.4
Citation span2021 - 2025 (5)
Highly citedNo

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