TY - GEN
T1 - What Prevents Teachers from Using Games and Gamification Tools in Nordic Schools?
AU - Brooks, Eva
AU - Gissurardottir, Salvör
AU - Jonsson, Bjarki Thor
AU - Kjartansdottir, Skulina
AU - Munkvold, Robin Isfold
AU - Nordseth, Hugo
AU - Sigurdardottir, Helga Isfold
N1 - Publisher Copyright: © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
PY - 2019
Y1 - 2019
N2 - 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.
AB - 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.
KW - Computer games
KW - Digital game-based learning
KW - Educational games
KW - Nordic countries
KW - Obstacles of using games in schools
UR - https://www.scopus.com/pages/publications/85061346655
U2 - 10.1007/978-3-030-06134-0_50
DO - 10.1007/978-3-030-06134-0_50
M3 - Conference contribution
SN - 9783030061333
T3 - Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
SP - 472
EP - 484
BT - Interactivity, Game Creation, Design, Learning, and Innovation - 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Proceedings
A2 - Brooks, Anthony L.
A2 - Brooks, Eva
A2 - Sylla, Cristina
PB - Springer Verlag
T2 - 7th 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
Y2 - 24 October 2018 through 26 October 2018
ER -