Investigating the impact of an immersive digital game-based learning environment on pre-service English language teachers' TPACK-G perceptions and attitudes: A quasi-experimental mixed-method study

dc.contributor.authorÇetin, Kenan
dc.contributor.authorKaragöz, İnanç
dc.contributor.authorKaçmaz, Gülşah
dc.contributor.authorÇetin, Kenan
dc.contributor.authorKaragöz, İnanç
dc.contributor.authorEkici, Gülşah Kaçmaz
dc.contributor.otherEğitim Fakültesi, Yabancı Diller Eğitimi Bölümü
dc.contributor.otherEğitim Fakültesi, Eğitim Bilimleri Bölümü
dc.date.accessioned2026-09-18T06:19:58Z
dc.date.created2026
dc.date.issued2026
dc.departmentFakülteler, Eğitim Fakültesi, Yabancı Diller Eğitimi Bölümü
dc.departmentFakülteler, Eğitim Fakültesi, Eğitim Bilimleri Bölümü
dc.description.abstractThis mixed-method study investigated the effects of an immersive digital game-based learning (GBL) intervention on pre-service English language teachers' pedagogical knowledge and attitudes toward using digital games in education. Sixty-three second-year pre-service teachers participated in a five-week intervention using Discovery Tour: Ancient Egypt, an open-world educational game developed by Ubisoft. Participants were assigned to either a guided play condition (structured lesson plan) or a free exploration condition (self-designed lesson plan). Quantitative data were collected through the Technological Pedagogical Content Knowledge for Games (TPACK-G) and the Utilizing Digital Games Attitude Scale (UDGAS), while qualitative insights were derived from open-ended reflections. Results revealed significant improvements in TPACK-G perceptions in three of four subdimensions (Game-Content Knowledge, Game-Pedagogical Knowledge, and Game-Pedagogical-Content Knowledge), with large effect sizes, indicating that engagement with gameplay was associated with improvements in participants' game-based pedagogical competence. Although overall attitudes toward digital games remained stable, participants showed small, non-significant trends toward less endorsement of negative perceptions of games (UDGAS2) and slightly more positive views of games as learning tools (UDGAS4). No significant differences were found between guided and free exploration groups; however, the absence of significant differences should not be interpreted as evidence of equivalence. Qualitative findings corroborated the quantitative results, highlighting perceived pedagogical benefits, motivation, creativity, and collaboration, alongside minor concerns about technological challenges and classroom distraction. Although the quasi-experimental design (intact classes, no control group) precludes causal inferences, the findings suggest that authentic gameplay experiences may foster pre-service teachers' professional growth and confidence in integrating educational digital games into future teaching practices.
dc.identifier.citationÇetin, K., Karagöz, İ., & Kacmaz, G. (2026) Investigating The Impact Of An Immersive Digital Game-based Learning Environment On Pre-service English Language Teachers’ Tpack-g Perceptions And Attitudes: A Quasi-experimental Mixed-method Study. SAGE Open. https://doi.org/10.1177/21582440261487240
dc.identifier.doi10.1177/21582440261487240
dc.identifier.issue3
dc.identifier.orcidhttps://orcid.org/0000-0003-4311-406X
dc.identifier.orcidhttps://orcid.org/0000-0001-7350-7978
dc.identifier.orcidhttps://orcid.org/0000-0002-8010-7689
dc.identifier.scopus2-s2.0-105050420297
dc.identifier.scopusqualityQ1
dc.identifier.urihttps://doi.org/10.1177/21582440261487240
dc.identifier.urihttps://hdl.handle.net/11772/28020
dc.identifier.volume16
dc.identifier.wosWOS:001869919000001
dc.identifier.wosqualityQ1
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherSAGE PUBLICATIONS INC
dc.relation.ispartofSage Open
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.relation.sdgN/A
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectGame-based learning
dc.subjectTPACK-G
dc.subjectPreservice English teachers
dc.subjectAttitudes
dc.subjectEducational games
dc.subjectOyun temelli öğrenme
dc.subjectİngilizce öğretmeni adayları
dc.subjectTutumlar
dc.subjectEğitsel oyunlar
dc.titleInvestigating the impact of an immersive digital game-based learning environment on pre-service English language teachers' TPACK-G perceptions and attitudes: A quasi-experimental mixed-method study
dc.typeArticle
dspace.entity.typePublication
relation.isAuthorOfPublication06befe90-9be1-4b17-b00a-66bf72c7802a
relation.isAuthorOfPublication3cd164ac-7e28-4f14-875d-1ba5b8de02de
relation.isAuthorOfPublicationdc762cd6-43cf-4b88-8d70-e8c35b7ace6b
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