Implementation of Game-Based Learning in Educational Contexts: Challenges and Intervention Strategies

Authors

DOI:

https://doi.org/10.34190/ejel.22.10.3480

Keywords:

Game-Based Learning, Education, Games, Barriers, Systematic Literature Review

Abstract

In addition to being a fundamental part of human culture, games are also important for social interaction, personal growth, and development. These premises have led to a growing body of research on game-based learning (GBL) as a pedagogical advance in both formal and informal education. Even though GBL has many potential benefits, some challenges need to be taken into account while developing and implementing GBL. In this context, the goal of this study is to accomplish two goals: (a) map the primary barriers encountered when applying GBL approaches in educational settings; and (b) provide an intervention diagram that links each kind of barrier with potential strategies to overcome it. To achieve these aims, a Systematic Literature Review (SLR) was carried out using the PRISMA criteria and methodology. This includes procedures for eligibility and screening that were based on inclusion criteria that were established with the goals of the research. The analysis of the articles obtained for the systematic review reveals four different types of barriers to more regular GBL implementations. These barriers include (1) behavioural and attitudinal barriers; (2) school policy barriers; (3) material and technology barriers; and (4) barriers related to game literacy. Based on these barriers, we propose certain methodological strategies that might help practitioners get beyond the identified barriers. The strategies include: (a) adopting a participatory-driven and co-creation approach; (b) carefully considering whether to use digital, analogue, or hybrid games; (c) using a range of educational actors in the process; and (d) pushing for GBL training in projects. It is possible to argue that attitudinal barriers are related to the other barriers that have been discussed. For example, material barriers affect teachers’ belief that there are currently not enough suitable educational games. Although policy makers’ attitudes can be examined as a part of the macro-level attitudinal barriers, the effectiveness of their measures in the daily educational context is influenced by a separate set of barriers, which will now be investigated. Assessment literacy in GBL refers to teachers’ beliefs about adopting games and how these affect students’ motivation and cognitive development and is similar to an attitudinal aspect. In line with this result, it can be stated the potential strategies are also interrelated. Co-creative processes can be enhanced by integrating a multi-stakeholder approach to GBL, where finalized entertainment works successfully reflect the experiences of all participants. This article corroborates, evaluates, and groups the intervention streams as the basis of a comprehensive program of intervention where existing scientific literature on studies of GBL interventions naturally suggests the solutions.

Author Biographies

Carla Sousa, Lusófona University, CICANT, Lisbon, Portugal

Carla Sousa is a PhD in Communication Sciences from Lusófona University, where she also took her Bachelor’s Degree in Psychology, her Master's Degree in Clinical and Health Psychology, and a Postgraduate degree in Applied Neuropsychology. Her PhD thesis approached game accessibility as a path to empower and promote well-being in individuals with intellectual disability, which illustrates her main research targets – the different intersections between media, with a particular focus on games, inclusion, behavior, and human diversity. Also in Lusófona University, Carla is part of the Centre for Research in Applied Communication, Culture, and New Technologies (CICANT) and is an assistant professor in the Bachelor's Degrees in Psychology and Videogames.

Pedro Pinto Neves, Lusófona University, HEI-Lab, Lisbon, Portugal

Pedro Pinto Neves holds a PhD in Media and Communication (thesis on Game Design and Agency in games, Universidade do Minho, 2017) and holds a Master in Arts degree in Digital Game Design from the University College for the Creative Arts at Farnham, UK. Pedro is an Auxiliary Professor at the Lusófona University Lisbon Campus, where he teaches game design and interactive narratives in the videogames undergraduate degree and in the masters in Game Design at the School of Communication, Arts and Information. He is the co-director of the masters in Game Design. Pedro has worked as an editor and scientific panel member of a number of publications and conferences in game design and serious games.

Filipe Luz, Lusófona University, HEI-Lab, Lisbon, Portugal

Filipe Luz holds a PhD in Communication Sciences by the New University of Lisbon being Associate Professor at School of Communication, Architecture, Arts and Information Technologies of University Lusófona. Filipe Luz has a strong experience at coordination level, being actually the Director of the Erasmus Mundus Joint Master Degree in games: REPLAY, director of the MSc studies "Game Design and Playable Media"; director of "Videogames" BA studies; vice-director of Communication Design BA; and is also member of the direction board of R&D Unit "Hei-Lab - Digital Human Environment Interface Labs".

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Published

24 Jan 2025