An exploratory study of gamification adoption among computer teachers: familiarity, attitudes, practices, and barriers

Introduction Computer teachers are widely recognized as key drivers of digital transformation in education, given their central role in integrating technology into teaching and learning processes. Their position places them at the forefront of adopting and modeling innovative pedagogical approaches and associated technologies—such as gamification—to support sustainable integration within schools. Methods The study aimed to identify the extent of gamification adoption among computer teachers in Jordan; to do so, a descriptive approach was used. The study instrument was a questionnaire that had items measuring computer teachers' familiarity with gamification, attitudes toward gamification, employment of gamification, and the obstacles to employing gamification. The participants were 104 computer teachers from one governorate in Jordan. Results Results indicated that computer teachers had high familiarity with gamification and positive attitudes toward gamification, reflecting strong conceptual acceptance, whereas their reported classroom use was moderate. Teachers tended to rely on basic elements such as points and rewards rather than advanced strategies, indicating surface-level application. Additionally, familiarity with gamification was not comprehensive, with a stronger understanding of general concepts than specific tools. Perceived obstacles were moderate, with administrative and institutional factors identified as the most influential barriers. Discussion The study recommends strengthening institutional support and providing targeted training to enable effective and sustained implementation of gamification in practice.

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Publication Details

Journal
Frontiers in Education
Published
2026-10-28
DOI
https://doi.org/10.3389/feduc.2026.1939503
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

An exploratory study of gamification adoption among computer teachers: familiarity, attitudes, practices, and barriers

Al-Mothana M. Gasaymeh, Abdullah Qaba'a
1 links
Frontiers in Education
Educational Games and Gamification
article

An exploratory study of gamification adoption among computer teachers: familiarity, attitudes, practices, and barriers

Al-Mothana M. Gasaymeh, Abdullah Qaba'a
article en

Abstract

Introduction Computer teachers are widely recognized as key drivers of digital transformation in education, given their central role in integrating technology into teaching and learning processes. Their position places them at the forefront of adopting and modeling innovative pedagogical approaches and associated technologies—such as gamification—to support sustainable integration within schools. Methods The study aimed to identify the extent of gamification adoption among computer teachers in Jordan; to do so, a descriptive approach was used. The study instrument was a questionnaire that had items measuring computer teachers' familiarity with gamification, attitudes toward gamification, employment of gamification, and the obstacles to employing gamification. The participants were 104 computer teachers from one governorate in Jordan. Results Results indicated that computer teachers had high familiarity with gamification and positive attitudes toward gamification, reflecting strong conceptual acceptance, whereas their reported classroom use was moderate. Teachers tended to rely on basic elements such as points and rewards rather than advanced strategies, indicating surface-level application. Additionally, familiarity with gamification was not comprehensive, with a stronger understanding of general concepts than specific tools. Perceived obstacles were moderate, with administrative and institutional factors identified as the most influential barriers. Discussion The study recommends strengthening institutional support and providing targeted training to enable effective and sustained implementation of gamification in practice.

Frontiers in EducationVol. 11
Al-Hussein Bin Talal University (JO), Hashemite University (JO), Arabian Gulf University (BH)
Quality education
Openalex Percentile: Top 5%
Educational Games and Gamification
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