Research article    |    Open Access
Journal of Innovative Research in Teacher Education 2025, Vol. 6(2) 70-81

Teacher candidates' intention to teach 21st century skills with digital games: A survey research

Murat Sümer

pp. 70 - 81   |  DOI: https://doi.org/10.29329/jirte.2025.1341.2

Publish Date: September 22, 2025  |   Single/Total View: 0/0   |   Single/Total Download: 0/0


Abstract

Integrating digital games into educational contexts has become a growing area of research and practice. Digital technologies — including digital games — play a critical role in supporting the development of these skills. Interactive environments foster critical thinking, problem-solving, collaboration, and adaptability by engaging learners in meaningful, complex tasks. Moreover, digital platforms can facilitate self-directed learning, allowing learners to choose, plan, and reflect on their educational journeys. This study adopts a survey research design to explore teacher candidates’ intentions on using digital games for teaching 21st-century skills via demographic and motivational variables, including preferences and engagement. Findings suggest that gender and academic department have a significant influence on students' digital game-playing behaviors. Overall, the data highlight that intrinsic motivations, such as personal enjoyment, emotional regulation, and leisure, were more prevalent than extrinsic or social motives. In conclusion, the findings indicate that playing digital games is associated with higher levels of creativity, critical thinking, research skills, and technological proficiency among pre-service teachers. However, no significant differences were observed in communication and digital citizenship skills. These results suggest that digital games could be strategically integrated into teacher education programs to support the development of specific critical 21st-century skills.

Keywords: digital games, gaming, teacher candidates, 21st century skills, survey


How to Cite this Article?

APA 7th edition
Sumer, M. (2025). Teacher candidates' intention to teach 21st century skills with digital games: A survey research. Journal of Innovative Research in Teacher Education, 6(2), 70-81. https://doi.org/10.29329/jirte.2025.1341.2

Harvard
Sumer, M. (2025). Teacher candidates' intention to teach 21st century skills with digital games: A survey research. Journal of Innovative Research in Teacher Education, 6(2), pp. 70-81.

Chicago 16th edition
Sumer, Murat (2025). "Teacher candidates' intention to teach 21st century skills with digital games: A survey research". Journal of Innovative Research in Teacher Education 6 (2):70-81. https://doi.org/10.29329/jirte.2025.1341.2

References

    An, Y. J., & Cao, L. (2017). Examining the effects of game-based learning on 21st century skills: A meta-analysis. Computers & Education, 111, 1–14. https://doi.org/10.1016/j.compedu.2017.04.015

    Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., De Freitas, S., Louchart, S., ... & De Gloria, A. (2015). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, 46(2), 391–411.

    Arslankara, V. B. (2025). More from an instrumentalist perspective: Examining digital games from an instrumental rationality perspective. Journal of Innovative Research in Teacher Education, 6(1), 36-54 https://doi.org/10.29329/jirte.2025.1288.3

    Başaran, B., & Şimşek, Ö. (2024). Examination of gender‐based video game‐playing classes: Influencing determinants and relations to academic achievement. Journal of Computer Assisted Learning, 40(6), 2574-2588. https://doi.org/10.1111/jcal.12920

    Boateng, G. O., Neilands, T. B., Frongillo, E. A., Melgar-Quiñonez, H. R., & Young, S. L. (2018). Best practices for developing and validating scales for health, social, and behavioral research: a primer. Frontiers in public health, 6, 149. https://doi.org/10.3389/fpubh.2018.00149

    Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students’ perceptions about the use of video games in the classroom. Computers & Education, 54(4), 1145–1156. https://doi.org/10.1016/j.compedu.2009.10.022

    Can, G., & Cagiltay, K. (2006). Turkish prospective teachers’ perceptions of computer games for educational purposes. Journal of Educational Technology & Society, 9(1), 308–321.

    Checa-Romero, M., & Gimenez-Lozano, J. M. (2025, January). Video games and metacognition in the classroom for the development of 21st century skills: a systematic review. In Frontiers in Education (Vol. 9, p. 1485098). Frontiers Media SA.

    Çobanoğlu, H. O., Türktemiz, H., & Bayraktar, I. (2024). Analysis on Digital Game Playing Attitudes Amongst University Students: A Research on Generation Z. CBÜ Beden Eğitimi ve Spor Bilimleri Dergisi, 19(1), 16-28.

    Denham, A. R., Mayben, R. E., & Boman, T. (2016). Integrating game-based learning initiatives in teacher education: What do we know? International Journal of Game-Based Learning, 6(1), 1–17. https://doi.org/10.4018/IJGBL.2016010101

    Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification. using game- design elements in non-gaming contexts. In CHI’11 extended abstracts on human factors in computing systems (pp. 2425–2428). ACM.

    Ertmer, P. A. (2005). Teacher pedagogical beliefs: The final frontier in our quest for technology integration. Educational Technology Research and Development, 53(4), 25–39. https://doi.org/10.1007/BF02504683

    Ertzberger, J. (2009). The Effect of an Interactive, Flash-Based Simulation on Middle School Students’ Achievement and Motivation in a Science Content Area. Journal of Computers in Mathematics and Science Teaching, 28(2), 125–145.

    Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.

    Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American psychologist, 69(1), 66.

    Hsiao, H. S., Chang, C. S., Lin, C. Y., & Hu, P. M. (2014). Development of children's creativity and manual skills within digital game‐based learning environment. Journal of Computer Assisted Learning, 30(4), 377-395.

    Kahila, J., Valtonen, T., Tedre, M., Mäkitalo, K., & Saarikoski, O. (2020). Children’s experiences on learning the 21st-century skills with digital games. Games and Culture, 15(6), 685-706.

    Kenny, R. F., & Gunter, G. A. (2011). Factors affecting pre-service teachers' intentions to use technology in the classroom. Journal of Educational Computing Research, 45(4), 411–431. https://doi.org/10.2190/EC.45.4.e

    Marone, V., & Strudler, N. (2015). Game-based learning and pre-service teachers: A systematic review. Journal of Educational Multimedia and Hypermedia, 24(3), 247–273.

    OECD. (2019). OECD Learning Compass 2030: A series of concept notes. OECD Publishing. Retrieved from https://www.oecd.org/education/2030-project/

    Partnership for 21st Century Learning (P21). (2019). Framework for 21st Century Learning Definitions. Battelle for Kids. Retrieved from http://static.battelleforkids.org/documents/p21/P21_Framework_DefinitionsBFK.pdf

    Pinsonneault, A., & Kraemer, K. (1993). Survey research methodology in management information systems: an assessment. Journal of management information systems, 10(2), 75–105.

    Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

    Prensky, M. (2003). Digital game-based learning. Computers in entertainment (CIE), 1(1), 21-21.

    Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 344-360.

    Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023

    Salant, P., & Dillman, D. A. (1994). How to conduct your own survey. John Wiley & Sons.

    Steinkuehler, C., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Journal of Science Education and Technology, 17(6), 530–543. https://doi.org/10.1007/s10956-008-9120-8

    Sümer, M. (2021). The design framework for a mobile learning app on eating healthy: Connecting learner needs with app features. Journal of Educational Technology and Online Learning, 4(2), 156-174.

    Sümer, M., & Aydın, C. H. (2018). Gamification in open and distance learning: A systematic review. Learning, design, and technology, 1-16.

    Sümer, M., & Aydın, C. H. (2022). Design principles for integrating gamification into distance learning programs in higher education: A mixed method study. International Journal of Serious Games, 9(2), 79-91.

    Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education--Connections (the TEC Series). Teachers College Press. 1234 Amsterdam Avenue, New York, NY 10027.

    Tondeur, J., van Braak, J., Sang, G., Voogt, J., Fisser, P., & Ottenbreit-Leftwich, A. (2012). Preparing pre-service teachers to integrate technology in education: A synthesis of qualitative evidence. Computers & Education, 59(1), 134–144. https://doi.org/10.1016/j.compedu.2011.10.009

    Trilling, B., & Fadel, C. (2009). 21st century skills: Learning for life in our times. Jossey-Bass.

    Visser, P. S., Krosnick, J. A., & Lavrakas, P. J. (2000). Survey research. In H. T. Reis & C. M. Judd (Eds.), Handbook of research methods in social and personality psychology (pp. 223–252). Cambridge University Press.

    Voogt, J., & Roblin, N. P. (2012). A comparative analysis of international frameworks for 21st century competences: Implications for national curriculum policies. Journal of Curriculum Studies, 44(3), 299–321. https://doi.org/10.1080/00220272.2012.668938

    Vo, T. T., Pahlen, S., Zheng, A., Yu, S., Lor, E., Bowman, N. D., ... & Reynolds, C. A. (2024). From controllers to cognition: the importance of selection factors on video game and gameplay mechanic-derived cognitive differences. Behavioral and Brain Functions, 20(1), 35. https://doi.org/10.1186/s12993-024-00258-7

    Voulgari, I., Komis, V., & Sampson, D. (2014). Massively Multiplayer Online Games as Constructivist Learning Environments: The Meaning of Emergence in Terms of Learning Practices. Educational Technology & Society, 17(3), 18–29.

    Whitton, N. (2010). Learning with digital games: A practical guide to engaging students in higher education. Routledge.

    Yıldırım, O.G., Özdener, N., Ar, N.A., & Geriş, A. (2021). Gamification User Types and Game Playing Preferences of University Students. Global Journal of Information Technology: Emerging Technologies, 11(2), 55–67.

    Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., ... & Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of educational research, 82(1), 61–89.