Extra neuroeducation and game

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Neuroeducation and Game-based training in teacher instruction: a top-down perspective M. Laura Angelini (marialaura.angelini@ucv.es) Neus Álvarez (mn.alvarez@ucv.es)

A qualitative analysis of the observational notes and the responses to the semi-structured interview allow examination of the potential of games in teacher training. The analysis of the responses was carried out manually by first coding the responses and classifying the data into initial categories and subcategories until saturation of the data. preliminary results that subsequently fell into three categories: Enjoyment; Selfconfidence gain and Cognitive and emotional development

Enjoyment While playing observations: all teacher trainees seemed to highly enjoyed playing the games. They found language difficulties at times as the games were played in English, they made some minor mistakes, they were corrected by others and the games procedures were followed timely in a relaxed and enthusiastic atmosphere. Enjoyable activities trigger dopamine which in turn creates a higher motivational state to accomplish the games goals (Kuszewski, 2011). The semi-structured interview to each team revealed that although some did not understand the rules of the game at first, they could integrate in the dynamic by observing other peers. All agreed about the potential of playing as they felt enthusiastic to be placed in a different scenario in each game with new rules and objectives to accomplish.

Self-confidence gain While playing observations: making mistakes was assumed as something natural by all the participants. By playing, the reward-response system in the brain is activated. No matter the difficulties, the participants keep on playing as it was the case in the present study. There were two distinct types of mistakes, one procedural, related to the rules and performance; and linguistic, related to the vehicular language (English) and communication. Both limitations did not hinder participants from playing and achieving their goals. Semi-structured interview: some manifested that the feedback from their peers helped them go on with the games. Some said they had felt successful ‘speaking their minds’ in English and that they would use the games with their secondary school students. Most said they felt satisfied with their team support and their personal performance in the team. This can be associated with endorphin release. By presenting the students with challenging games or situations, endorphin release is stimulated and students experiment a sense of achievement (McGonigal, 2011).

Cognitive and emotional development While playing observations: some games were more cognitively demanding as ‘Points of View’ game. Teacher trainees had to relate a visual metaphor with a question and a word, all taken at random. Imagination and personal experiences played their part to make sense of the game. All the teams found this game the tougher and the most insightful at the same time. They learned something from each other, a personal anecdote, an opinion, a regret, an expectation. In the other games (guessing game, a puzzle and a simulation), roles were easily observed. Without clearly specifying the roles, leading personalities, followers and more introvert participants could function well in the games dynamics.


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