학술논문

Drivers and Barriers to Adopting Gamification: Teachers' Perspectives.
Document Type
Article
Source
Electronic Journal of e-Learning; 2017, Vol. 15 Issue 5, p434-443, 10p, 4 Charts
Subject
Gamification
Research universities & colleges
Universities & colleges
Classroom activities
Phenomenology
Language
ISSN
14794403
Abstract
Gamification is the use of game design elements in non-game contexts and it 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. Managerial recommendations for managers of Higher Education institutions, limitations of the study, and future research lines are also addressed. [ABSTRACT FROM AUTHOR]