Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings

Research Article

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

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  • @INPROCEEDINGS{10.1007/978-3-030-06134-0_50,
        author={Eva Brooks and Salv\o{}r Gissurardottir and Bjarki Jonsson and Skulina Kjartansdottir and Robin Munkvold and Hugo Nordseth and Helga Sigurdardottir},
        title={What Prevents Teachers from Using Games and Gamification Tools in Nordic Schools?},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24--26, 2018, Proceedings},
        proceedings_a={ARTSIT \& DLI},
        year={2019},
        month={1},
        keywords={Nordic countries Computer games Digital game-based learning Educational games Obstacles of using games in schools},
        doi={10.1007/978-3-030-06134-0_50}
    }
    
  • Eva Brooks
    Salvör Gissurardottir
    Bjarki Jonsson
    Skulina Kjartansdottir
    Robin Munkvold
    Hugo Nordseth
    Helga Sigurdardottir
    Year: 2019
    What Prevents Teachers from Using Games and Gamification Tools in Nordic Schools?
    ARTSIT & DLI
    Springer
    DOI: 10.1007/978-3-030-06134-0_50
Eva Brooks1,*, Salvör Gissurardottir2,*, Bjarki Jonsson3,*, Skulina Kjartansdottir2,*, Robin Munkvold4,*, Hugo Nordseth4,*, Helga Sigurdardottir4,*
  • 1: Aalborg University
  • 2: University of Iceland
  • 3: The Comprehensive College at Armuli
  • 4: Nord University
*Contact email: eb@learning.aau.dk, salvor@hi.is, bjarki@fa.is, shk@hi.is, robin.munkvold@nord.no, hugo.nordseth@nord.so, helga.d.sigurdardottir@nord.no

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) , (2) and (3) – . 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.