Skip to main content

From Skeptics to Advanced Adopters: Investigating Digital Game Adoption Practices, Challenges and Needs of Teachers in Swedish Schools

  • Conference paper
  • First Online:
Games and Learning Alliance (GALA 2019)

Abstract

To effectively support digital game adoption in education, stakeholders need to understand teachers’ current game-based teaching practices, challenges, and needs. This study investigates digital game use of teachers at compulsory and upper secondary school levels in Sweden. Data were collected from 181 respondents during spring 2019 through an online survey. Cluster analysis and descriptive statistics are used to establish the characteristics of game-using teachers and explore their teaching practices, challenges, and professional development needs. Based on their disposition, three subsets of game-using teachers are identified. Findings indicate that a more positive disposition is related to increased pedagogical integration, a greater variety of game use, higher and more varied educational outcomes, as well as interest in professional development. Perceptions of inhibiting factors of games-based teaching tend to shift with teachers’ level of game-based teaching competency. Results highlight teachers’ need for good quality games with curricular relevance as well as relevant professional development options. Moreover, the potential of games to facilitate a collaborative form of learning and skill development may not have been yet fully realized in Swedish schools. Future research should have a twofold focus; the development of adequate game resources that can support collaborative forms of learning and higher-level skills development, as well as competency development solutions for teachers relevant to their needs.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Connolly, T.C., Boyle, E.A., Hainey, T., McArthur, E., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Edu. 59(2), 661–686 (2012). https://doi.org/10.1016/j.compedu.2012.03.004

    Article  Google Scholar 

  2. Kafai, Y.B., Burke, Q.: Constructionist gaming: understanding the benefits of making games for learning. Edu. Psychol. 50(4), 313–334 (2016)

    Article  Google Scholar 

  3. Huizenga, J.C., Ten Dam, G.T.M., Voogt, J.M., Admiraal, W.F.: Teacher perceptions of the value of game-based learning in secondary education. Comput. Edu. 110, 105–115 (2017). https://doi.org/10.1016/j.compedu.2017.03.008

    Article  Google Scholar 

  4. Hainey, T., Connolly, T.M., Boyle, E.A., Wilson, A., Razak, A.: A systematic literature review of games-based learning empirical evidence in primary education. Comput. Edu. 102, 202–223 (2016). https://doi.org/10.1016/j.compedu.2016.09.001

    Article  Google Scholar 

  5. Boyle, E.A., et al.: An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Comput. Edu. 94, 178–192 (2016). https://doi.org/10.1016/j.compedu.2015.11.003

    Article  Google Scholar 

  6. Nousiainen, T., Kangas, M., Rikala, J., Vesisenaho, M.: Teacher competencies in game-based pedagogy. Teach. Teach. Edu. 74, 85–97 (2018). https://doi.org/10.1016/j.tate.2018.04.012

    Article  Google Scholar 

  7. Kangas, M., Koskinen, A., Krokfors, L.: A qualitative literature review of educational games in the classroom: the teacher’s pedagogical activities. Teach. Teach. 23(4), 451–470 (2017)

    Google Scholar 

  8. Hattie, J.: Teachers make a difference: what is the research evidence? New Zealand Council of Educational Research, Wellington, pp. 3–26 (2002)

    Google Scholar 

  9. Clark, D.B., Tanner-Smith, E., Hostetler, A., Fradkin, A., Polikov, V.: Substantial integration of typical educational games into extended curricula. J. Learn. Sci. 27(2), 265–318 (2018). https://doi.org/10.1080/10508406.2017.1333431

    Article  Google Scholar 

  10. Takeuchi, L.M., Vaala, S.: Level up learning: a national survey on teaching with digital games. The Joan Ganz Cooney Center, New York (2014)

    Google Scholar 

  11. Marklund, B.: Unpacking Digital Game-Based Learning: The Complexities of Developing and Using Educational Games. University of Skövde, Skövde (2015)

    Google Scholar 

  12. Bourgonjon, J., Grove, F.D., Smet, C.D., Looy, J.V., Soetaert, R., Valcke, M.: Acceptance of game-based learning by secondary school teachers. Comput. Edu. 67, 21–35 (2013). https://doi.org/10.1016/j.compedu.2013.02.010

    Article  Google Scholar 

  13. Hamari, J., Nousiainen, T.: Why do teachers use game-based learning technologies? The role of individual and institutional ICT readiness. In: Proceedings of the 48th Hawaii International Conference on System Sciences, pp. 682–691. IEEE Computer Society, Hawaii (2015)

    Google Scholar 

  14. Becker, K.: Choosing and Using Digital Games in the Classroom: A Practical Guide. AGL. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-12223-6

    Book  Google Scholar 

  15. Hanghøj, T.: Game-based teaching: practices, roles and pedagogies. In: New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration, pp. 81–101. I. Global (2013). https://doi.org/10.4018/978-1-4666-3950-8.ch005

  16. Utbildningsdepartementet: Nationell digitaliseringsstrategi för skolväsendet. Utbildningsdepartementet, Stockholm (2017)

    Google Scholar 

  17. Mwanza-Simwami, D.: Activity theory and educational technology design. In: Handbook of Design in Educational Technology, pp. 176–189. Routledge, New York (2013)

    Google Scholar 

  18. Gedera, D.S., Williams, J.P.: Activity Theory in Education. Sense Publishers, Rottardam (2016)

    Book  Google Scholar 

  19. Kaptelinin, V., Nardi, B.N.: Acting with Technology: Activity Theory and Interaction Design, pp. 29–73. MIT Press, London (2006)

    Google Scholar 

  20. Mathe, M., Verhagen, H., Wiklund, M.: Digital games in education: exploring teachers’ practices and challenges from play to co-design. In: Proceedings of the 12th European Conference on Games Based Learning, pp. 388–395 (2018)

    Google Scholar 

  21. Bahr, P.R., Bielby, R., House, E.: The use of cluster analysis in typological research on community college students. New Dir. Inst. Res. 2011(S1), 67–81 (2011)

    Google Scholar 

  22. Emin-Martinez, V., Ney, M.: Supporting teachers in the process of adoption of game based learning pedagogy. In: ECGBL 2013-European Conference on Games Based Learning, pp. 156–162, ACPI, Porto (2013)

    Google Scholar 

  23. Grove, F.D., Bourgonjon, J., Looy, J.V.: Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education. Comput. Hum. Behav. 28(6), 2023–2033 (2012). https://doi.org/10.1016/j.chb.2012.05.021

    Article  Google Scholar 

  24. Ketelhut, D.J., Schifter, C.C.: Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption. Comput. Edu. 56(2), 539–546 (2011). https://doi.org/10.1016/j.compedu.2010.10.002

    Article  Google Scholar 

  25. Sardone, N.B.: Attitudes toward game adoption: preservice teachers consider game-based teaching and learning. Int. J Game-Based Learn. 8(3), 1–14 (2018). https://doi.org/10.4018/IJGBL.2018070101

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Melinda Mathe .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Mathe, M., Verhagen, H., Wiklund, M. (2019). From Skeptics to Advanced Adopters: Investigating Digital Game Adoption Practices, Challenges and Needs of Teachers in Swedish Schools. In: Liapis, A., Yannakakis, G., Gentile, M., Ninaus, M. (eds) Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science(), vol 11899. Springer, Cham. https://doi.org/10.1007/978-3-030-34350-7_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-34350-7_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-34349-1

  • Online ISBN: 978-3-030-34350-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics