TEGA toolkit: a validated framework for inclusive analog game design in higher education

Introduction Despite growing evidence supporting game-based learning in higher education, educators lack comprehensive, validated frameworks for designing inclusive analog games-non-digital physical games such as board games, card games, and tabletop activities. These differ from digital serious games by emphasizing low-tech flexibility, yet they must still accommodate diverse learning needs and accessibility requirements. Addressing this gap, this study presents the development and validation of the TEGA (Teaching Educators to Facilitate Game-based Assessment) Toolkit, a novel cybernetic-motivational design framework created to support inclusive analog game development in higher education contexts. Methods The TEGA Toolkit was developed using a three-phase participatory design approach involving 35 stakeholders, including educators, game designers, students, and individuals with diverse needs, across four European universities. Phase 1 consisted of focus groups to elicit core design requirements and inclusivity considerations. Phases 2 and 3 involved iterative beta testing sessions ( n = 18 and n = 19, respectively), during which participants applied the toolkit to adapt existing analog games (Kapp, 2012; Richard, 2017). Data were collected through observation, participant feedback, and thematic analysis to assess usability, inclusivity, and perceived educator capability. Results Phase 1 identified 28 key design themes and established 14 specific inclusivity measures addressing motor, cognitive, visual, and auditory domains. Beta testing in Phases 2 and 3 demonstrated significant improvements in educators’ confidence and capability in creating inclusive analog games, with participants successfully adapting existing game designs using TEGA principles. The finalized TEGA Toolkit v3.0 comprises three integrated components: (1) a Diagnosis Pack for learner profiling, (2) a Design Pack integrating Bartle’s player typologies with accessibility guidelines, and (3) an Assessment Pack providing validated evaluation instruments. Thematic analysis indicated consistent improvements in educators’ applied understanding of inclusive design. Discussion Findings indicate that the TEGA Toolkit effectively bridges the theory-practice gap in inclusive game-based learning. Participants reported enhanced awareness of inclusive design principles and improved game-based learning outcomes when applying the toolkit. The TEGA Toolkit represents the first validated, comprehensive framework specifically focused on inclusive analog game design in higher education, offering educators evidence-based tools to enhance student engagement while systematically addressing diverse learning needs and accessibility requirements.

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Publication Details

Journal
Frontiers in Education
Published
2026-03-02
DOI
https://doi.org/10.3389/feduc.2025.1670301
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

TEGA toolkit: a validated framework for inclusive analog game design in higher education

Sara Rye
Frontiers in Education
Educational Games and Gamification
article

TEGA toolkit: a validated framework for inclusive analog game design in higher education

Sara Rye
article en

Abstract

Introduction Despite growing evidence supporting game-based learning in higher education, educators lack comprehensive, validated frameworks for designing inclusive analog games-non-digital physical games such as board games, card games, and tabletop activities. These differ from digital serious games by emphasizing low-tech flexibility, yet they must still accommodate diverse learning needs and accessibility requirements. Addressing this gap, this study presents the development and validation of the TEGA (Teaching Educators to Facilitate Game-based Assessment) Toolkit, a novel cybernetic-motivational design framework created to support inclusive analog game development in higher education contexts. Methods The TEGA Toolkit was developed using a three-phase participatory design approach involving 35 stakeholders, including educators, game designers, students, and individuals with diverse needs, across four European universities. Phase 1 consisted of focus groups to elicit core design requirements and inclusivity considerations. Phases 2 and 3 involved iterative beta testing sessions ( n = 18 and n = 19, respectively), during which participants applied the toolkit to adapt existing analog games (Kapp, 2012; Richard, 2017). Data were collected through observation, participant feedback, and thematic analysis to assess usability, inclusivity, and perceived educator capability. Results Phase 1 identified 28 key design themes and established 14 specific inclusivity measures addressing motor, cognitive, visual, and auditory domains. Beta testing in Phases 2 and 3 demonstrated significant improvements in educators’ confidence and capability in creating inclusive analog games, with participants successfully adapting existing game designs using TEGA principles. The finalized TEGA Toolkit v3.0 comprises three integrated components: (1) a Diagnosis Pack for learner profiling, (2) a Design Pack integrating Bartle’s player typologies with accessibility guidelines, and (3) an Assessment Pack providing validated evaluation instruments. Thematic analysis indicated consistent improvements in educators’ applied understanding of inclusive design. Discussion Findings indicate that the TEGA Toolkit effectively bridges the theory-practice gap in inclusive game-based learning. Participants reported enhanced awareness of inclusive design principles and improved game-based learning outcomes when applying the toolkit. The TEGA Toolkit represents the first validated, comprehensive framework specifically focused on inclusive analog game design in higher education, offering educators evidence-based tools to enhance student engagement while systematically addressing diverse learning needs and accessibility requirements.

Frontiers in EducationVol. 10
Northeastern University (US)
Quality Education
Openalex Percentile: Top 39%
Educational Games and Gamification
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