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What Prevents Teachers from Using Games and Gamification Tools in Nordic Schools?

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

This study is based on a survey study distributed in the fall of 2017 in Norway, Denmark, and Iceland. The study was designed by a group of researchers from the Nordplus Horizontal project: Digital Computer Games for Learning in the Nordic Countries, to uncover teachers’ perceived obstacle in regard to using digital game-based learning in teaching situations. The results indicate that the teachers included in this study did not have enough information and knowledge about games and gamification tools to be used in teaching. The findings show that technical obstacles are the most experienced hurdle among the respondents in all three countries when it comes to applying games or gamification tools in teaching activities. There are not many differences to be observed gender wise. A common difference that is worth noticing, is the difference between women and men regarding their reporting on the obstacle ‘knowledge/skills’, where more women claim this to be an obstacle. From these results, the paper proposes three types of digital game-based learning guidelines, namely (1) rhetoric framing of usability and learnability, (2) engagement and (3) creating a guidance area – building a DGBL infrastructure. In conclusion, the paper calls for further empirical studies on the actual situation presented in this paper, to reach an informed discussion about questions that are of real concern for many parties, including teachers, school leaders, children and researchers.

Original languageEnglish
Title of host publicationInteractivity, Game Creation, Design, Learning, and Innovation - 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Proceedings
EditorsAnthony L. Brooks, Eva Brooks, Cristina Sylla
PublisherSpringer Verlag
Pages472-484
Number of pages13
ISBN (Print)9783030061333
DOIs
Publication statusPublished - 2019
Event7th EAI International Conference on Arts and Technology, Interactivity, and Game Creation, ArtsIT 2018 and 3rd EAI International Conference on Design, Learning and Innovation, DLI 2018 - Braga, Portugal
Duration: 24 Oct 201826 Oct 2018

Publication series

NameLecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Volume265

Conference

Conference7th EAI International Conference on Arts and Technology, Interactivity, and Game Creation, ArtsIT 2018 and 3rd EAI International Conference on Design, Learning and Innovation, DLI 2018
Country/TerritoryPortugal
CityBraga
Period24/10/1826/10/18

Bibliographical note

Publisher Copyright: © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

Other keywords

  • Computer games
  • Digital game-based learning
  • Educational games
  • Nordic countries
  • Obstacles of using games in schools

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