Claims

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 · theoretical r2 · 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

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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