“…In game-based learning, games that are specifically designed for educational purposes are used, while in game-enhanced learning, commercial-off-the-shelf (COTS) games are used to facilitate learning (Reinhardt & Sykes, 2012). The literature in game-based learning indicates that teachers believe games are effective tools that can be exploited in educational settings in general (Dickey, 2015;Huizenga et al, 2017;Koh et al, 2012;Mozelius et al, 2017;Pinder, 2016;Sardone, 2018;Schrader et al, 2006;Utami & Bharati, 2020), and teachers who have negative attitudes towards games can change their opinions after they are given the opportunity to play a game or take part in the design of a game (An & Cao, 2016;Kenny & McDaniel, 2011;Ray & Coulter, 2010). Studies investigating teachers' perceptions of game-based learning highlighted several key affordances attributed to games, such as improving students' motivation (Can & Çağıltay, 2006, İnce & Demirbilek, 2013Huizenga et al, 2017;Hsu & Chiou, 2011;Xie et al, 2021), stimulating their creativity (Allsop et al, 2013;Demirbilek & Tamer, 2010), promoting problem-solving and critical thinking skills (Allsop et al, 2013), providing a fun and relaxed learning environment (Hsu & Chiou, 2011;Sardone, 2018), promoting student engagement and cognitive gains (Huizenga et al, 2017) and contributing to the effectiveness of the instructional process (Pinder, 2016).…”