Abstract
The aim of this study is to examine the integration of digital games in elementary schools,
from the perspective of the principals and in relation to their role as those responsible for
establishing policy in the field in their school. The research was carried out using a
qualitative-narrative research method, in which 18 elementary school principals were
interviewed in semi-structured in-depth interviews. The findings of the study show that
principals have positive perceptions regarding the integration of digital games in the school.
The principles described the actions and strategies they are taking to lead to the integration
of digital games in teaching, including directing resources and budgets to support teachers
who lead the integration of digital games in their schools. The school principals also noted
the importance of the participation of the leading teachers in the decision-making processes
at school, to allow the 'islands of innovation' gradually permeate the entire school. The
analysis of the findings shows that digital games are not used as a means of creating a largescale change in the school culture. The school principals have limited knowledge related to
digital games. Therefore, professional development of the school principals in the use of
digital games is necessary allowing them to specialize and experience the use of digital games
for learning. These research findings can help policymakers at the Ministry of Education in
delineating a regulated policy for integrating digital games in schools. This will enable the
creation of a second-order change in the school culture to maintain the changes achieved
during the Covid-19, in this context, under the leadership of the school principals, who will
serve as agents of change.
from the perspective of the principals and in relation to their role as those responsible for
establishing policy in the field in their school. The research was carried out using a
qualitative-narrative research method, in which 18 elementary school principals were
interviewed in semi-structured in-depth interviews. The findings of the study show that
principals have positive perceptions regarding the integration of digital games in the school.
The principles described the actions and strategies they are taking to lead to the integration
of digital games in teaching, including directing resources and budgets to support teachers
who lead the integration of digital games in their schools. The school principals also noted
the importance of the participation of the leading teachers in the decision-making processes
at school, to allow the 'islands of innovation' gradually permeate the entire school. The
analysis of the findings shows that digital games are not used as a means of creating a largescale change in the school culture. The school principals have limited knowledge related to
digital games. Therefore, professional development of the school principals in the use of
digital games is necessary allowing them to specialize and experience the use of digital games
for learning. These research findings can help policymakers at the Ministry of Education in
delineating a regulated policy for integrating digital games in schools. This will enable the
creation of a second-order change in the school culture to maintain the changes achieved
during the Covid-19, in this context, under the leadership of the school principals, who will
serve as agents of change.
Original language | Hebrew |
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Title of host publication | האדם הלומד בעידן הדיגיטלי |
Subtitle of host publication | ספר הכנס השמונה-עשר לחקר חדשנות וטכנולוגיות למידה ע"ש צ'ייס |
Editors | דורית אולניק-שמש, אינה בלאו, ניצה גרי, אבנר כספי, יעל סידי, יורם עשת-אלקלעי, יורם קלמן, איל רבין |
Place of Publication | רעננה |
Publisher | האוניברסיטה הפתוחה |
Pages | 111-115 |
State | Published - 21 Feb 2023 |
Keywords
- מנהלי בתי ספר
- משחקי מחשב ווידאו
- תפיסה
- חינוך יסודי
- קורונה (מחלה)
- הוראה באמצעות משחקים
- Educational games
- Perception
- Education, Elementary
- School principals
- Computer games