“…Despite the potential of GBL, the implementation of these types of interventions in real educational settings has faced multiple barriers and constraints that reduce their possible impact. Barriers related to the cost of equipment (Moizer, et al, 2009), the inequities in access to technology (Hsu, et al, 2011), entertainment risks to education activity (Rowan, 2016;Baalsrud et al, 2013), the available time required to implement games in one day lesson (Justice and Ritzhaupt, 2015;Baek, 2008), teachers gender and their motivation and abilities to deal with technology (Hamlen, 2010;Justice and Ritzhaupt, 2015), lack of game customizations (Embi, 2008;Javora et al, 2021), difficulties to get game analytics and to analyze the student progress (Hauge et al, 2014), educators and parents worried about using games in education (Barko and Sadler, 2013;Koh et al, 2011), are a portion of the constraints caused by the adoption of games in education. To maximize the potential of GBL, it is crucial to identify and address these barriers and develop effective intervention strategies.…”