Educational game adoption is hindered along socio-cultural, educational, and technological dimensions, including social rejection, limited accessibility to games and technology, and high development costs.¶
Claim · All claims
Evidence · 1 study · theoreticalr2·q1
Currency · newest study 2024 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q1 i? Barriers to educational games span a socio-cultural dimension (social rejection of games), an educational dimension (limited accessibility to educational games), and a technological dimension (limited accessibility to technology and high development costs). → Huber 2024
Evidence¶
Huber 2024¶
Huber, S. E., Kiili, K., Nebel, S., Ryan, R. M., Sailer, M., & Ninaus, M. (2024). Leveraging the Potential of Large Language Models in Education Through Playful and Game-Based Learning. Educational Psychology Review. https://doi.org/10.1007/s10648-024-09868-z
q1 · i? · theoretical · r2
The article reviews barriers to educational games along three named dimensions, citing Fernández-Manjón et al. (2015) and Hébert et al. (2021), and regards lowering development costs and educator-accessible development environments as necessary steps. No new data.
"Along a technological dimension, limited accessibility to technology is an issue (Hébert et al., 2021). Lowering development costs and developing environments that allow educators some game development without requiring substantial programming skills"
Discussion¶
Related Claims¶
- VR/AR implementation challenges fall on three fronts: learner distraction and discomfort, teacher classroom-management and design burdens, and school cost and infrastructure limits — related
- Digital education innovations are an interplay of technological, pedagogical, organisational and governance-related dimensions — a broader claim this one bears on
- Teachers who perceive the challenges and barriers of using AI as high (cost) may be less motivated to use it (theoretical argument). — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
barriers-to-educational-games-three-dimensions |
title |
Educational game adoption is hindered along socio-cultural, educational, and technological dimensions, including social rejection, limited accessibility to games and technology, and high development costs. |
description |
Educational game adoption is hindered along socio-cultural, educational, and technological dimensions, including social rejection, limited accessibility to games and technology, and high development costs. |
status |
review |
evidence_strength |
weak |
newest_evidence |
2024 |
generated |
by process:wiki-ingest on 2026-10-15 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — huber-2024 |
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