Playing in the classroom. Italian teachers' acceptance of Game-Based Learning: definition of the instrument and research outcomes


Abstract:

The growing awareness that games can be a very valuable learning environment has not been accompanied by an effective diffusion of games in Italian schools. From primary school to university, an ambivalent behaviour is manifested: its widespread appreciation is contrasted with a limited application, often reduced to the use of games or gamified online software of a behavioural matrix. A research analysis highlights the lack of recent studies on the use and diffusion of games in Italian schools. The goal of this contribution is to provide an updated understanding of Italian teachers' competencies related to the formative use of games. To this aim, we developed a survey adapting to the Italian context the Acceptance of Digital Game-Based Learning (ADGBL) framework, extending it to non-digital games and integrating sections on instructional design, game scenarios, and teacher roles. This research is instrumental for the development of new and more focused teacher training programs to promote the use of games in classrooms.