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Pre-Service Teachers’ Attitudes toward Integrating Digital Games in Learning as Cognitive Tools for Developing Higher-Order Thinking and Lifelong Learning

Bibliographic Data

ID22042510
AuthorsLiat Eyal (0000-0001-7870-8218, The MOFET Institute, corresponding author), Eyal Rabin (0000-0002-3726-0645, Open University of Israel, corresponding author), Tamar Meirovitz (Beit Berl College)
Year2023
Volume13
Issue12
Pages1165
Publication date2023-11-21
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci13121165
OpenAlexW4388860160
LanguageEN
Citations received3
References cited32

The purpose of this study is to examine how pre-service teachers’ training influences the integration of digital games into teaching. In a quantitative and qualitative study, pre-service teachers’ perceptions of their techno-pedagogical knowledge were examined along with their attitudes about games as effective cognitive tools for developing higher-order thinking and lifelong learning. A sample of 108 pre-service teachers followed a 2 × 2 research model distinguishing between those who had or had not received training and those who did or did not teach using digital games. Results showed that teaching with digital games and attitudes toward integrating them into the classroom were positively correlated. Additionally, a higher level of techno-pedagogical knowledge was perceived by those with direct experience with digital games. Teaching with digital games enhances students’ thinking processes and lifelong learning skills, according to pre-service teachers. Theoretical knowledge about lifelong learning and higher-order thinking, accompanied by hands-on experience in implementing digital games, should be applied to pre-service teacher training programs

Cognition · Digital Learning · Lifelong learning · Mathematics education · Multimedia · Pedagogy · Perception · Computer Science · Digital literacy in education · Educational Games and Gamification · Online Learning and Analytics · Psychology

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Citations per year3
Citation span2025 - 2026 (2)
Highly citedNo

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