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

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 re-searchers from the Nordplus Horizontal project: Digital Computer Games for Learning in the Nordic Countries, to uncover teachers’ perceived obsta-cle in rega...

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Main Authors: Brooks, Eva, Gissurardottir, Salvör, Thor Jonsson, Bjarki, Kjartansdottir, Skulina, Isfold Munkvold, Robin, Nordseth, Hugo, Isfold Sigurdardottir, Helga
Other Authors: Lewis Brooks, Anthony, Sylla, Cristina
Format: Article in Journal/Newspaper
Language:English
Published: Springer Publishing Company 2019
Subjects:
Online Access:https://vbn.aau.dk/da/publications/3447dc92-3905-4e79-8383-c833b60b4462
https://doi.org/10.1007/978-3-030-06134-0_50
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spelling ftalborgunivpubl:oai:pure.atira.dk:publications/3447dc92-3905-4e79-8383-c833b60b4462 2024-09-15T18:14:15+00:00 What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools? Brooks, Eva Gissurardottir, Salvör Thor Jonsson, Bjarki Kjartansdottir, Skulina Isfold Munkvold, Robin Nordseth, Hugo Isfold Sigurdardottir, Helga Lewis Brooks, Anthony Brooks, Eva Sylla, Cristina 2019 https://vbn.aau.dk/da/publications/3447dc92-3905-4e79-8383-c833b60b4462 https://doi.org/10.1007/978-3-030-06134-0_50 eng eng Springer Publishing Company https://vbn.aau.dk/da/publications/3447dc92-3905-4e79-8383-c833b60b4462 urn:ISBN:978-3-030-06133-3 info:eu-repo/semantics/closedAccess Brooks , E , Gissurardottir , S , Thor Jonsson , B , Kjartansdottir , S , Isfold Munkvold , R , Nordseth , H & Isfold Sigurdardottir , H 2019 , What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools? in A Lewis Brooks , E Brooks & C Sylla (eds) , 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 . Springer Publishing Company , Cham , Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering , vol. 265 , pp. 472-484 , DLI 2018 - 3rd EAI International Conference on Design, Learning & Innovation , Braga , Portugal , 24/09/2018 . https://doi.org/10.1007/978-3-030-06134-0_50 Nordic Countries Computer Games Digital Game-Based Learning Educa-tional Games Obstacles of Using Games in Schools contributionToPeriodical 2019 ftalborgunivpubl https://doi.org/10.1007/978-3-030-06134-0_50 2024-07-23T23:49:14Z 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 re-searchers from the Nordplus Horizontal project: Digital Computer Games for Learning in the Nordic Countries, to uncover teachers’ perceived obsta-cle 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 experi-enced 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) rhetoric framing of usa-bility and learnability, (2) engagement and (3) creating a guidance area – building a DGBL infrastructure. 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 par-ties, including teachers, school leaders, children and researchers. Article in Journal/Newspaper Iceland Aalborg University's Research Portal 472 484
institution Open Polar
collection Aalborg University's Research Portal
op_collection_id ftalborgunivpubl
language English
topic Nordic Countries
Computer Games
Digital Game-Based Learning
Educa-tional Games
Obstacles of Using Games in Schools
spellingShingle Nordic Countries
Computer Games
Digital Game-Based Learning
Educa-tional Games
Obstacles of Using Games in Schools
Brooks, Eva
Gissurardottir, Salvör
Thor Jonsson, Bjarki
Kjartansdottir, Skulina
Isfold Munkvold, Robin
Nordseth, Hugo
Isfold Sigurdardottir, Helga
What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?
topic_facet Nordic Countries
Computer Games
Digital Game-Based Learning
Educa-tional Games
Obstacles of Using Games in Schools
description 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 re-searchers from the Nordplus Horizontal project: Digital Computer Games for Learning in the Nordic Countries, to uncover teachers’ perceived obsta-cle 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 experi-enced 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) rhetoric framing of usa-bility and learnability, (2) engagement and (3) creating a guidance area – building a DGBL infrastructure. 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 par-ties, including teachers, school leaders, children and researchers.
author2 Lewis Brooks, Anthony
Brooks, Eva
Sylla, Cristina
format Article in Journal/Newspaper
author Brooks, Eva
Gissurardottir, Salvör
Thor Jonsson, Bjarki
Kjartansdottir, Skulina
Isfold Munkvold, Robin
Nordseth, Hugo
Isfold Sigurdardottir, Helga
author_facet Brooks, Eva
Gissurardottir, Salvör
Thor Jonsson, Bjarki
Kjartansdottir, Skulina
Isfold Munkvold, Robin
Nordseth, Hugo
Isfold Sigurdardottir, Helga
author_sort Brooks, Eva
title What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?
title_short What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?
title_full What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?
title_fullStr What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?
title_full_unstemmed What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?
title_sort what prevents teachers from using games and gamification tools in nordic schools?
publisher Springer Publishing Company
publishDate 2019
url https://vbn.aau.dk/da/publications/3447dc92-3905-4e79-8383-c833b60b4462
https://doi.org/10.1007/978-3-030-06134-0_50
genre Iceland
genre_facet Iceland
op_source Brooks , E , Gissurardottir , S , Thor Jonsson , B , Kjartansdottir , S , Isfold Munkvold , R , Nordseth , H & Isfold Sigurdardottir , H 2019 , What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools? in A Lewis Brooks , E Brooks & C Sylla (eds) , 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 . Springer Publishing Company , Cham , Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering , vol. 265 , pp. 472-484 , DLI 2018 - 3rd EAI International Conference on Design, Learning & Innovation , Braga , Portugal , 24/09/2018 . https://doi.org/10.1007/978-3-030-06134-0_50
op_relation https://vbn.aau.dk/da/publications/3447dc92-3905-4e79-8383-c833b60b4462
urn:ISBN:978-3-030-06133-3
op_rights info:eu-repo/semantics/closedAccess
op_doi https://doi.org/10.1007/978-3-030-06134-0_50
container_start_page 472
op_container_end_page 484
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