What Prevents Teachers From Using Games and Gamification Tools in Nordic Schools?

Eva Brooks, Salvör Gissurardottir, Bjarki Thor Jonsson, Skulina Kjartansdottir, Robin Isfold Munkvold, Hugo Nordseth, Helga Isfold Sigurdardottir

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

1 Citation (Scopus)


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 re-searchers from the Nordplus Horizontal project: Digital Computer Games for Learning in the Nordic Countries, to uncover teachers’ perceived obsta-cle 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 experi-enced 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) rhetoric framing of usa-bility and learnability, (2) engagement and (3) creating a guidance area – building a DGBL infrastructure. 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 par-ties, including teachers, school leaders, children and researchers.
Original languageEnglish
Title of host publicationInteractivity, Game Creation, Design, Learning, and Innovation : 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings
EditorsAnthony Lewis Brooks, Eva Brooks, Cristina Sylla
Number of pages13
Place of PublicationCham
PublisherSpringer Publishing Company
Publication date2019
ISBN (Print)978-3-030-06133-3
ISBN (Electronic)978-3-030-06134-0
Publication statusPublished - 2019
EventDLI 2018 - 3rd EAI International Conference on Design, Learning & Innovation - Braga, Portugal
Duration: 24 Sep 201826 Sep 2018


ConferenceDLI 2018 - 3rd EAI International Conference on Design, Learning & Innovation
Internet address
SeriesLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering


  • Nordic Countries, Computer Games, Digital Game-Based Learning, Educa-tional Games, Obstacles of Using Games in Schools.


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