Factors affecting teachers' adoption of educational computer games: A case study

Mansureh Kebritchi

British Journal of Educational Technology · 2009 · 158 citations · 16 references

DOIFull text

Open access

Concepts

TL;DR

Computer games promise engaging learning for children, yet K‑12 schools still resist adopting modern educational games, a gap examined through the diffusion of innovations theory. The study aims to inform educators and instructional designers about the factors influencing teachers’ adoption of modern educational computer games. The authors conducted a case study of Dimenxian, an algebra game for middle schoolers, and compared its adoption factors with existing literature on educational software and barriers to computer game use in K‑12. Compatibility, relative advantage, complexity, and trialability were key drivers of game adoption, and these factors followed a similar significance pattern to those of other educational software, with game adoption factors being more inclusive than typical barriers.

Abstract

Abstract Even though computer games hold considerable potential for engaging and facilitating learning among today's children, the adoption of modern educational computer games is still meeting significant resistance in K‐12 education. The purpose of this paper is to inform educators and instructional designers on factors affecting teachers' adoption of modern educational computer games. A case study was conducted to identify the factors affecting the adoption of Dimenxian , which was a new educational computer game designed to teach Algebra to middle school students. The diffusion of innovations theory was used as the conceptual framework of this study. The results indicated that compatibility, relative advantage, complexity and trialability played important roles in the game adoption. These findings were compared with the existing literature on (1) the adoption of educational software, and (2) the barriers in the use of educational computer games in K‐12 settings to help guide future research and practice. The comparison showed that (1) adoption attributes for the games and other educational software had a similar pattern from high to low significance: relative advantage, compatibility, complexity, trialability and observability; and (2) the game adoption factors were more inclusive than the barriers of using the computer games.

References

16