2021
DOI: 10.1007/s10758-021-09512-7
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Potential Barriers to the Implementation of Digital Game-Based Learning in the Classroom: Pre-service Teachers’ Views

Abstract: Τeachers seek to attract students’ attention by demonstrating the relevance of learning content to daily activities and enhancing their students’ self-esteem and satisfaction. In the digital world, an example of an innovative learning tool is digital games. Digital game learning (DGBL) is a smart pedagogical approach that utilises digital games. DGBL has a prominent place in learning technologies due to the potentiality of games to engage students, enabling them to effortlessly reach the edges of their compete… Show more

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Cited by 50 publications
(46 citation statements)
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References 66 publications
(51 reference statements)
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“…A major obstacle to its implementation is the reluctant attitude of teachers, which is greatly affected by the lack of appropriate educational material. In terms of educational material, research on digital game implementation in schools concludes that teachers are also reluctant with a neutral attitude towards the utilization of digital games in their lessons [69][70][71][72][73][74][75][76][77]. The main obstacles mentioned by teachers are the lack of financial resources, teacher training and professional development, and limited technological equipment [72].…”
Section: A Process From Educational Design To Developmentmentioning
confidence: 99%
See 2 more Smart Citations
“…A major obstacle to its implementation is the reluctant attitude of teachers, which is greatly affected by the lack of appropriate educational material. In terms of educational material, research on digital game implementation in schools concludes that teachers are also reluctant with a neutral attitude towards the utilization of digital games in their lessons [69][70][71][72][73][74][75][76][77]. The main obstacles mentioned by teachers are the lack of financial resources, teacher training and professional development, and limited technological equipment [72].…”
Section: A Process From Educational Design To Developmentmentioning
confidence: 99%
“…In terms of educational material, research on digital game implementation in schools concludes that teachers are also reluctant with a neutral attitude towards the utilization of digital games in their lessons [69][70][71][72][73][74][75][76][77]. The main obstacles mentioned by teachers are the lack of financial resources, teacher training and professional development, and limited technological equipment [72]. Aware of these parameters, the transdisciplinary design team decided to develop WUIM in such a way to be know-how for the development of low-cost gaming applications using everyday devices.…”
Section: A Process From Educational Design To Developmentmentioning
confidence: 99%
See 1 more Smart Citation
“…Research reveals that common barriers to the uptake of videogames and game elements include lack of training and resources, lack of interest, quality and user‐friendliness of hardware and software, and overall impact on content (i.e., fit) and classroom management (cf. Kaimara et al, 2021; Sánchez‐Mena & Martí‐Parreño, 2017).…”
Section: Videogames and Libraries: An Overviewmentioning
confidence: 99%
“…However, a few voices were against the educational use of such games on the grounds of alleged ineffective learning structures, pedagogical inadequacies, and distracting factors [39][40][41]. According to Kaimara et al [42], 'recent findings concluded that teachers were unwilling to adopt digital educational games because they were not really convinced that games are very useful for enhancing their job' (p. 827). However, there is ample evidence that digital games can be effectively used to reinforce certain cognitive skills such as problem solving, risk taking, and reasoning [43,44].…”
Section: Introductionmentioning
confidence: 99%