Research

Policies to guide the adoption of educational games into classrooms

Policies to guide the adoption of educational games into classrooms

Policies to guide the adoption of educational games into classrooms

Policies to guide the adoption of educational games into classrooms

Adam Kenneth Dubé & Nicholas Joseph Dubé

Abstract

The shift to digital learning, spurred by the pandemic, will likely lead to the adoption of educational games into classrooms as a way to replace traditional learning activities. This will be a challenge because of a lack of training on the use of games for learning and the difficulty of finding good learning games. The 2019 SRCD Social Policy Report on digital games identifies policy areas that could address these challenges. Further, Ke’s (Educ Technol Res Dev 64:219–244, 2016) systematic review of games research provides insights into how teachers can use games for learning and which types of educational games are effective. Leveraging the report and the review, policies for the digital shift are suggested that will help guide the adoption of games into classrooms.

Reference

Dubé, A. K., & Dubé, N. J. (2020). Policies to guide the adoption of educational games into classrooms. Educational Technology Research and Development, 1-5. https://link.springer.com/article/10.1007/s11423-020-09835-9

Keywords

Serious games, Educational games, Educational policy, Game-based learning