Proceedings of the 5th International Conference on Internet, Education and Information Technology (IEIT 2025)

Play, Learn, Teach: Digital Game-Based Learning Perceptions and Practices of Pre-Service Science Teachers

Authors
Apple Jane S. Lima1, *, Kimberly Kish B. Gabor2, Evamarie B. Gacmatan2, Nathaniel Jhon C. Gaas2
1Caraga State University, College of Education, Faculty, Butuan City, Philippines
2Caraga State University, College of Education, Student, Butuan City, Philippines
*Corresponding author. Email: ajslima@carsu.edu.ph
Corresponding Author
Apple Jane S. Lima
Available Online 31 July 2025.
DOI
10.2991/978-94-6463-803-5_43How to use a DOI?
Keywords
digital; peer mentoring; resources; self-efficacy; technology
Abstract

This study aimed to investigate digital game-based science learning perceptions and practices of pre-service science teachers. Using simple random sampling, data were collected from 70 out of 84 fourth-year Bachelor of Secondary Education Science students, and the descriptive correlation results were determined using descriptive statistics. The factors examined included technological proficiency, self-efficacy, game-based learning skills, and digital resources. The results indicated that the participants generally perceived themselves as proficient in various technological aspects, with notable strengths in basic digital communication skills. While the participants felt confident in integrating digital game-based learning, there were identified challenges in creating educational games and receiving formal training. Despite financial and technological limitations, pre-service teachers exhibited a proactive approach to overcoming these perceptions, particularly through peer mentoring, team teaching, and self-initiative. The study found a strong positive correlation between perceptions and practices, highlighting the interconnected nature of these factors in the effective implementation of digital game-based learning. The researchers proposed an action plan to enhance their practices.

Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 5th International Conference on Internet, Education and Information Technology (IEIT 2025)
Series
Atlantis Highlights in Social Sciences, Education and Humanities
Publication Date
31 July 2025
ISBN
978-94-6463-803-5
ISSN
2667-128X
DOI
10.2991/978-94-6463-803-5_43How to use a DOI?
Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Apple Jane S. Lima
AU  - Kimberly Kish B. Gabor
AU  - Evamarie B. Gacmatan
AU  - Nathaniel Jhon C. Gaas
PY  - 2025
DA  - 2025/07/31
TI  - Play, Learn, Teach: Digital Game-Based Learning Perceptions and Practices of Pre-Service Science Teachers
BT  - Proceedings of the 5th International Conference on Internet, Education and Information Technology (IEIT 2025)
PB  - Atlantis Press
SP  - 449
EP  - 461
SN  - 2667-128X
UR  - https://doi.org/10.2991/978-94-6463-803-5_43
DO  - 10.2991/978-94-6463-803-5_43
ID  - Lima2025
ER  -