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 researchers from the Nordplus Horizontal project: Digital Computer Games for Learning in the Nordic Countries, to uncover teachers’ perceived obstacle in regard...

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Main Authors: Brooks, Eva, Gissurardottir, Salvör, Jonsson, Bjarki, Kjartansdottir, Skulina, Munkvold, Robin, Nordseth, Hugo, Sigurdardottir, Helga
Language:unknown
Published: 2019
Subjects:
Online Access:https://doi.org/10.1007/978-3-030-06134-0_50
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spelling fteudl:oai:eudl.eu:10.1007/978-3-030-06134-0_50 2023-05-15T16:50:35+02:00 What Prevents Teachers from Using Games and Gamification Tools in Nordic Schools? Brooks, Eva Gissurardottir, Salvör Jonsson, Bjarki Kjartansdottir, Skulina Munkvold, Robin Nordseth, Hugo Sigurdardottir, Helga 2019-01-31 https://doi.org/10.1007/978-3-030-06134-0_50 unknown doi:10.1007/978-3-030-06134-0_50 2019 fteudl https://doi.org/10.1007/978-3-030-06134-0_50 2019-08-20T09:08:10Z 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. Other/Unknown Material Iceland EUDL European Union Digital Library Norway 472 484
institution Open Polar
collection EUDL European Union Digital Library
op_collection_id fteudl
language unknown
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 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.
author Brooks, Eva
Gissurardottir, Salvör
Jonsson, Bjarki
Kjartansdottir, Skulina
Munkvold, Robin
Nordseth, Hugo
Sigurdardottir, Helga
spellingShingle Brooks, Eva
Gissurardottir, Salvör
Jonsson, Bjarki
Kjartansdottir, Skulina
Munkvold, Robin
Nordseth, Hugo
Sigurdardottir, Helga
What Prevents Teachers from Using Games and Gamification Tools in Nordic Schools?
author_facet Brooks, Eva
Gissurardottir, Salvör
Jonsson, Bjarki
Kjartansdottir, Skulina
Munkvold, Robin
Nordseth, Hugo
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?
publishDate 2019
url https://doi.org/10.1007/978-3-030-06134-0_50
geographic Norway
geographic_facet Norway
genre Iceland
genre_facet Iceland
op_relation doi:10.1007/978-3-030-06134-0_50
op_doi https://doi.org/10.1007/978-3-030-06134-0_50
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op_container_end_page 484
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