Teacher Framing of Educational Gamification in Online Learning Environments: A Longitudinal Case Study

Abstract Drawing on the Technological Frames framework, this 35-week longitudinal qualitative case study investigates how teachers in online adult education contexts perceive and respond to the implementation of gamified learning technologies over time. Through three rounds of semi-structured interviews, the study examines how teachers’ interpretations of gamification developed and identifies the conditions shaping these shifts. Findings indicate a movement from initial ambivalence, focused on teacher concerns, pedagogical legitimacy, and technical complexity, towards a more pragmatic framing of gamification as a support mechanism for promoting student self-directed learning. At the same time, teachers reported persistent frictions, including the paradox that increased student engagement could also heighten demands on their own workload. The study contributes a temporally rich and ecologically grounded account of teachers’ perceptions of educational gamification, underscoring the interpretive processes through which they frame and reframe gamified technologies. It further highlights the organisational conditions that facilitate or constrain teachers’ endorsement. These insights are relevant for scholars and practitioners interested in the strategic use of gamification in adult learning environments.

Authors

Institutions

Publication Details

Journal
Technology Knowledge and Learning
Published
2026-07-17
DOI
https://doi.org/10.1007/s10758-026-10004-9
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Teacher Framing of Educational Gamification in Online Learning Environments: A Longitudinal Case Study

Fabian Gunnars, Adam Palmquist
Technology Knowledge and Learning
Educational Games and Gamification
article

Teacher Framing of Educational Gamification in Online Learning Environments: A Longitudinal Case Study

Fabian Gunnars, Adam Palmquist
article en

Abstract

Abstract Drawing on the Technological Frames framework, this 35-week longitudinal qualitative case study investigates how teachers in online adult education contexts perceive and respond to the implementation of gamified learning technologies over time. Through three rounds of semi-structured interviews, the study examines how teachers’ interpretations of gamification developed and identifies the conditions shaping these shifts. Findings indicate a movement from initial ambivalence, focused on teacher concerns, pedagogical legitimacy, and technical complexity, towards a more pragmatic framing of gamification as a support mechanism for promoting student self-directed learning. At the same time, teachers reported persistent frictions, including the paradox that increased student engagement could also heighten demands on their own workload. The study contributes a temporally rich and ecologically grounded account of teachers’ perceptions of educational gamification, underscoring the interpretive processes through which they frame and reframe gamified technologies. It further highlights the organisational conditions that facilitate or constrain teachers’ endorsement. These insights are relevant for scholars and practitioners interested in the strategic use of gamification in adult learning environments.

Technology Knowledge and Learning
Nord University (NO), Eskilstuna Municipality (SE), KITH (Norway) (NO)
Mälardalens högskola
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Teacher Framing of Educational Gamification in Online Learning Environments: A Longitudinal Case Study — Fabian Gunnars, Adam Palmquist · Technology Knowledge and Learning (2026) | TGRS Research Map | TGRS