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Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives

Year: 2017
Type: article
Abstract: Gamification is the use of game design elements in non-game contexts and is gaining momentum in a wide range of areas including education. Despite increasing academic research exploring the use of gamification in education little is known about teachers’ main drivers and barriers to using gamification in their courses. Using a phenomenology approach, 16 online structured interviews were conducted in order to explore the main drivers that encourage teachers serving in Higher Education institutions to using gamification in their courses. The main barriers that prevent teachers from using gamification were also analysed. Four main drivers (attention-motivation, entertainment, interactivity, and easiness to learn) and four main barriers (lack of resources, students’ apathy, subject fit, and classroom dynamics) were identified. Results suggest that teachers perceive the use of gamification both as beneficial but also as a potential risk for classroom atmosphere.
Language: English
Field: Psychology
Open Access status: diamond
OpenAlex ID: W2795772178
FWCI: 13.3
Cites:
Cited by: 114
Related to: 10