Exploring the Factors Influencing Educators' Acceptance of Gamification for Middle School Students

While teachers generally favour gamification for its potential to boost student motivation, engagement, and learning, they express concerns over time constraints, resource demands, and risks of over-reliance on game-based mechanics. The study explores Greek educators' perspectives on integrating simple, customizable gamification tools, especially online educational games, for middle school education, based on a sample of 360 educators. The study involved a two-phase methodology where both in-service and pre-service educators watched a demo video of educational games relevant to their teaching subject, followed by a questionnaire. Using SEM, the study tested 14 hypotheses to examine the direct effects of game dynamics, game elements, game mechanics, satisfaction, and engagement on perceived learning, with engagement and satisfaction also being analysed as mediators. The findings reveal that well-integrated game dynamics influence positively perceived learning, but also that game elements are unlikely to impact learning unless closely tied to educational content. Moreover, engagement and satisfaction have crucial mediating roles.

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Publication Details

Published
2025-04-22
DOI
https://doi.org/10.1109/educon62633.2025.11016295
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
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article

Exploring the Factors Influencing Educators' Acceptance of Gamification for Middle School Students

Stefanos Balaskas, Maria Rigou, Maria Koutroumani
Education and Learning Interventions
article

Exploring the Factors Influencing Educators' Acceptance of Gamification for Middle School Students

Stefanos Balaskas, Maria Rigou, Maria Koutroumani
article en

Abstract

While teachers generally favour gamification for its potential to boost student motivation, engagement, and learning, they express concerns over time constraints, resource demands, and risks of over-reliance on game-based mechanics. The study explores Greek educators' perspectives on integrating simple, customizable gamification tools, especially online educational games, for middle school education, based on a sample of 360 educators. The study involved a two-phase methodology where both in-service and pre-service educators watched a demo video of educational games relevant to their teaching subject, followed by a questionnaire. Using SEM, the study tested 14 hypotheses to examine the direct effects of game dynamics, game elements, game mechanics, satisfaction, and engagement on perceived learning, with engagement and satisfaction also being analysed as mediators. The findings reveal that well-integrated game dynamics influence positively perceived learning, but also that game elements are unlikely to impact learning unless closely tied to educational content. Moreover, engagement and satisfaction have crucial mediating roles.

Computer Technology Institute and Press “DIOPHANTUS” (GR), University of Patras (GR)
Quality Education
Openalex Percentile: Top 83%
Education and Learning Interventions
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