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doi:10.1111/j.1467-8535.2008.00921.x
Mansureh Kebritchi
Mansureh Kebritchi, PhD, is an Instructional Technology graduate from the University of Central
Florida, Orlando, Florida. Address for correspondence: Dr Mansureh Kebritchi, 1608 Oviedo Grove
Circle, Apt. 8, Oviedo, FL 32765, USA. Email: kebritchi@gmail.com
Abstract
Even though computer games hold considerable potential for engaging and
facilitating learning among today’s children, the adoption of modern educa-
tional computer games is still meeting significant resistance in K-12 education.
The purpose of this paper is to inform educators and instructional designers on
factors affecting teachers’ adoption of modern educational computer games. A
case study was conducted to identify the factors affecting the adoption of
Dimenxian, which was a new educational computer game designed to teach
Algebra to middle school students. The diffusion of innovations theory was
used as the conceptual framework of this study. The results indicated that
compatibility, relative advantage, complexity and trialability played important
roles in the game adoption. These findings were compared with the existing
literature on (1) the adoption of educational software, and (2) the barriers in
the use of educational computer games in K-12 settings to help guide future
research and practice. The comparison showed that (1) adoption attributes for
the games and other educational software had a similar pattern from high to
low significance: relative advantage, compatibility, complexity, trialability and
observability; and (2) the game adoption factors were more inclusive than the
barriers of using the computer games.
Introduction
New educational products, even with obvious advantages, are being adopted very
slowly by educational institutions (Rogers, 1962, 2003). Educational computer (video)
games are considered effective teaching tools because they (1) use action instead of
explanation, (2) create personal motivation and satisfaction, (3) accommodate multiple
learning styles and skills, (4) reinforce mastery skills and (5) provide interactive and
decision-making contexts (Kebritchi & Hirumi, 2008). Educational computer games
are considered powerful tools that have the potential for improving the quality of the
American educational system, yet the games are not being readily adopted by schools
© 2009 The Author. Journal compilation © 2009 Becta. Published by Blackwell Publishing, 9600 Garsington Road, Oxford OX4 2DQ,
UK and 350 Main Street, Malden, MA 02148, USA.
The factors affecting adoption of educational games: a Case Study 257
Therefore, this study was conducted to (1) identify factors affecting teachers’ adoption
of educational computer games, (2) determine whether the factors affecting the adop-
tion of modern educational computer games differ from those identified in the existing
literature on the adoption of educational software in K-12 settings and (3) identify
whether the adoption factors are related to the barriers of using the games in K-12
settings. In short, the following questions guided this study:
• What are the factors affecting teachers’ adoption of educational computer games?
• Is there any relationship between the adoption factors of the educational computer
games and other educational software?
• Is there any relationship between the game adoption factors and the challenges of
using the games in school settings?
To answer these questions, this paper is divided into four main sections. Section I
provides the answer to the first research question by explaining the method and results
of a qualitative case study conducted to identify game adoption factors from teachers’
perspectives. In this study, Rogers’ (1962, 2003) theory of diffusion of innovation was
used to examine the adoption of Dimenxian (Tabula Digita Inc., Long Island City, NY), a
modern mathematics computer game. Sections II and III provide answers to the second
and third research questions by providing the results of two literature reviews con-
ducted based on Cooper’s (1988) framework. Finally, Section IV presents the conclusion
of the study by integrating the results of the previous three sections.
The results of this study help Dimenxian and possibly similar game designers modify
their games based on teachers’ needs and preferences. In addition, the results charac-
terise the pattern of the practice of adopting Dimenxian and similar games by K-12
teachers. A comprehensive description of the game, situation and research participants
is provided to make it possible to use the results of this study in other similar situations.
teachers’ needs and perspectives. The goal of the case study was to understand a larger
phenomenon of the factors affecting the adoption of modern educational computer
games by examination of the adoption factors of Dimenxian.
Conceptual framework
Rogers’ (1962, 2003) theory of diffusion of innovation was used as the conceptual
framework of this study to examine the game adoption factors. Instructional technolo-
gists have begun to use Rogers’ (1962, 2003) theory on the Diffusion of Innovations to
better understand and facilitate the adoption of new educational products (Surry,
1997). Rogers’ theory has been widely used in a variety of settings, ranging from
diffusion of rural technology among farmers to the adoption of innovations in educa-
tional settings (Berger, 2005; Martins, Steil & Todesco, 2004). This theory is useful for
instructional technologists to explain, predict and account for the factors that impede
or facilitate the diffusion of their products (Surry, 1997).
Apparatus
Modern computer games refer to the latest generation of computer games designed for
training or educational purposes. These games significantly differ from the edutainment
game generation in the 1980s and 1990s, as they may use advanced three-dimensional
(3-D) graphics and interfaces, multiplayer options, high-speed telecommunication
technologies (eg, Quest Atlantis (the Center for Research on Learning and Technology
(CRLT) at the School of Education, Indiana University, Bloomington, Indiana)), immer-
sive 3-D environments and visual storytelling (eg, Civilization III (Firaxis Games, Hunt
Two of the participants were frequent computer game players, while the third one was
not interested in playing computer games.
The teachers participated in individual 2-hour interview sessions. Each interview pro-
vided the teachers with the Dimenxian website, the demonstration of the game and the
opportunity to play the game. The participants were then asked to respond to a series of
open-ended questions, which focused on the five key attributes of the diffusion of inno-
vation theory, including (1) relative advantage, (2) compatibility, (3) complexity, (4)
trialability and (5) observability. A copy of the interview questions is provided in the
Appendix. The interviews were audio recorded and transcribed.
Data analysis
To analyse the interview transcriptions, Charmaz’s (2000) grounded theory was used.
The Grounded theory refers to a qualitative methodology, which explains an under
study phenomenon by developing a theory based on the collected qualitative data. In
this method, the data are compared, coded and categorised to make explicit an implicit
belief system (Moghaddam, 2006). To identify the adoption factors of the Dimenxian
game, the emerging key points in the interview transcriptions were identified, refined,
compared and categorised. Based on the categorised key points, explanations about the
adoption factors of the game were drawn. The case study findings are summarised
further in the paper.
Results
The teachers suggested that the combination of learning with fun and the alignment
with learners’ learning preferences were two main reasons of using the mathematics
game. One of the teachers suggested: ‘I think it (the game) is good as far as helping
students who struggle grasping certain concepts like the graphs, and puts fun twists on
the concepts so that they can see it differently, in ways that they did not see them before.’
The other teacher stated: ‘I think the graphics will be attractive to lots of my students,
they love anything with video games.’
In addition, the teachers suggested that they would have adopted the game if the game
had met a number of requirements. The teachers’ highlighted suggestions are categor-
ised into the five attributes of diffusion of innovation theory and are provided in the
following parts.
Relative advantage
1. The game website should provide the results of the credible empirical studies indi-
cating that the players
1.1. used mathematical concepts, not the trial and error strategy, to complete the
game missions.
1.2. used the concepts learned in the game in real situations such as classroom
homework and exams. One of the teachers stated: ‘I am not still sure about the
whole idea of transferring the concept, I mean the whole thing is grid numeri-
cally and they will eventually find the position, I am not sure if they are really
connecting the whole idea of x and y with playing the game. I am not sure
if there is a connection.’ The other teacher stated: ‘The ability of transfer is
important. Do they really learn the concept or they learn how to play the
game?’
2. The game should be appropriate for both male and female students. The game’s
genre (eg, adventure, action or strategy), graphics and the game’s avatar play roles
in making the game more appropriate for both genders. According to the teachers,
in general, female students are more interested in games with a rich story, while
male students preferred action games. In addition, the game should provide the
option of having either a female or male avatar. Teachers suggested that they would
not use the game if it only appealed to one particular gender. One of the teachers
explained: ‘I think girls like to have more background information about the game
missions to get inspired to play the game.’ The other teacher stated: ‘I can see boys
getting into this more just because of shooting parts.’
3. There should be enough information and support on the game website to facilitate
the integration of the game in the classrooms. One of the teachers stated: ‘The game
website needs to have a teacher resource section to provide resources such as hand-
outs, worksheets or activities that teachers can give to their students and go along
with the game; most teachers would love to have additional supplemental items.’
4. The game should engage learners in activities that require thinking and problem
solving as strategies for solving mathematical problems.
Compatibility
1. There should be enough time allocated in using the game in the classrooms. The
teachers’ classroom times are full of activities to meet the standards required by the
school districts. Teachers reported that they had difficulty finding extra time for
using the game.
2. There should be an alignment between the games’ learning objectives and the state
and national standards.
3. There should be enough number of available computers in the teachers’ classrooms.
One of the teachers stated: ‘The compatibility is definitely a big problem because
some schools have only two computers in average in their classrooms, while a lot of
schools don’t have any computers in their classrooms and they go to the computer
lab once a week. So access is an issue. It’s interesting to see if students access the
game at their homes. Then students do not have to rely on school computers.’ The
other teacher mentioned: ‘I think the biggest issue is having accessible computers in
schools.’
4. There should be technology training for the teachers. One of the teachers suggested:
‘I think teachers who are not familiar with technology may have difficulties using
the games.’
Complexity
There should be an appropriate amount of complexity in the game to attract the stu-
dents. The game should not be too easy or too difficult for the students. The teachers
suggested the following aspects of the game’s complexities:
1. The game should use a rich context to become more attractive for the learners. One
of the teachers suggested: ‘If I was going to give a setting or context to coordinate
axes, I would tie it with history or geography, something like a Carmen San Diego
(Riverdeep, Inc. San Francisco, CA) game. For example, we can say you are in this
country, move to that country, or you are in this landmark in this city, move to that
landmark in that city, (then ask them) which direction you have to go, how far you
have to go, then you establish coordinate axis.’
2. The game should have a mathematical content that is rich enough for both the
teachers and the students to spend time and energy on. The teachers liked to use the
games for teaching complex topics that were hard to teach with traditional teaching
methods. Otherwise, they did not see any point in spending their classroom time
playing the game. One of teachers stated: ‘It (the game) needs to be more content-
rich in a sense that it has to actually demand more mathematical concepts, that’s
what I mean by content-rich, or at least it should guide them toward some math-
ematical ideas. I am not interested in letting them warm up in the game; I am
interested in using the game to develop their mathematical sense.’ In addition,
further interaction was suggested to be added to the game. One of the teachers
explained: ‘To me it doesn’t connect enough, it doesn’t build the ideas, or the game
doesn’t interact with them enough. It gives them a mission, and tells that you lose or
win the mission; in mathematics, the process is more important than starting and
ending points. So much more can be learned from the process than straight yes or no
answers; success or failure of the missions.’
3. The game should allow teachers to adjust the levels of difficulty of the game based on
their students’ levels. This can be achieved by providing cheat codes so that teachers
can skip the easy parts of the games and adjust the game to a challenging level for
individual students. One of the teachers explained that adjustment was very impor-
tant, because ‘when you have a limited time, you just want them to play the parts
that could add to their (students’) knowledge skills. So there should be the option of
going to different levels.’
Trialability
There should be opportunities for the teachers to experience the game before adopting
it. The teachers suggested that offering a trial version of the game for a limited amount
of time is an appropriate method. The teachers suggested the following issues related to
the trialability of the games.
One of the teachers stated: ‘I like to see by myself how the product works before
adopting it. Every year we are offered three or four software. It’s overwhelming to learn
even one, let alone three, four, or five of them. Most of the times, the schools purchase
software that the teachers don’t know how to use in a proper way. Lots of teachers are
hesitant to use technology in their classrooms. I think trainers from the software com-
panies should come at the beginning of school to show how to properly use the soft-
ware.’ The other teacher stated: ‘I am not going to just bring something to my class
before I had tried it. I definitely want to try it by myself even if lots of people recommend
the software’. The third teacher explained: ‘In most schools, funds are limited and
educators are not going to buy software until they try it. If a game company solely
shows the game and say this is the game, I would say most financially burdened aca-
demic institutions which are public schools would have to say no because it comes down
to taking a chance on the unknown.’
Observability
The attribute of observability of the game which dealt with the visibility of the effec-
tiveness of Dimenxian in other schools was not identified as a strong factor influencing
teachers’ decisions on adopting the game. One of the teachers stated: ‘I would be
tempted in using the game based on comments of some of my colleagues while I would
be hesitant to use it based on comments of some other colleagues.’ The other teacher
explained: ‘Even if lots of people come to me and say this is a great game I definitely
will still want to look at it by myself before I decide to adopt it for my classroom.’ The
third teacher stated: ‘The others’ comments may not affect my decision on the game
adoption.’
In summary, the teachers’ suggestions indicated that Dimenxian key adoption factors
included an empirical-based indication of effectiveness of the game, support, problem-
solving instructional strategy, a rich mathematical content, the game learning objective
alignment with the state and national standards, time and technology compatibility,
having an appropriate amount of game complexity and access to a trial version of the
game.
Table 1: The adoption factors of education software along with the five attributions of the diffusion of
innovation theory (Rogers, 2003)
Relative
Product/study advantage Compatibility Complexity Trialability Observability
Instructional technology X X
(Holloway, 1977)
Instructional technology X X
(Wyner, 1974)
Instructional technology X
(Eads, 1984)
Instructional technology X X X
(Surry & Farquhar, 1997)
Email (Shelley, 1998) X
Web-based educational X X
technology (Tetiwat &
Huff, 2002)
Internet as teaching tool X X
(Martins et al, 2004)
The results indicated that five attributes of Rogers’ (1962, 2003) theory were used in
several studies investigating the diffusion of (1) instructional technologies (Eads, 1984;
Holloway, 1977; Surry & Farquhar, 1997; Wyner, 1974), (2) email (Shelley, 1998), (3)
web-based educational technology (Tetiwat & Huff, 2002) and (4) the Internet as a
teaching tool (Martins et al, 2004; see Table 1).
As shown in Table 1, the following three attributes were reported to play a significant
role in the adoption of educational technology products: (1) compatibility, found in five
of seven studies, (2) relative advantage, found in four of seven studies and (3) complex-
ity, found in two of seven studies. While trialability and observability were each found to
play a role in technology adoption in only one of seven studies. A similar trend was
emerged in the adoption of Dimenxian. The adoption factors have been categorised into
the five diffusion attributes. The results indicated that relative advantages and compat-
ibility, each with four factors, and complexity, with three factors, played significant roles
in the adoption of the game. Trialability with one factor played a less important role
in the game adoption, and observability with no factor played no role in the game
adoption. Table 2 shows a comparison of the diffusion attributes in the adoption of
Dimenxian and other educational technology products. In addition, the importance of
diffusion attributes is sorted in Table 2 from the relative advantages and compatibility
with the highest ranking to the observability with the lowest ranking.
Table 2: Comparison of game adoption factors with other educational software along with the five
attributions of the diffusion of innovation theory
Relative
advantages Compatibility Complexity Trialability Observability
Table 3: The relationship between Dimenxian adoption factors and the barriers in using educational
computer games in K-12 settings
attractive game context and story, (6) the adjustment of the game difficulties and (7)
access to a trial version of the game. This comparison indicated that Dimenxian adop-
tion factors were broader than the barriers of using educational computer games.
The findings indicated the following key adoption factors of Dimenxian along with the
four of five attributes of the diffusion of innovation theory:
• Relative advantage, which consists of (1) the empirical indication of game effective-
ness, (2) game support features, (3) gender-neutral features and (4) engagement and
problem-solving instruction strategies.
• Compatibility, which consists of (1) the game alignment with the state and national
standards, (2) available time for playing the game, (3) available computers for playing
the game and (4) the teachers’ technology training.
• Complexity, which consists of (1) a rich mathematical content, (2) an attractive game
context and story and (3) the adjustment of the game difficulties.
• Trialability, which consists of accessing to a trial version of the game.
Adoption attributes for Dimenxian and other educational software such as instructional
strategies (Eads, 1984; Holloway, 1977; Surry & Farquhar, 1997; Wyner, 1974), email
(Shelley, 1998), web-based educational technology (Tetiwat & Huff, 2002) and the
Internet (Martins et al, 2004) have a similar pattern from high to low significance:
However, there are other adoption factors that are not related to the barriers of using
the computer games (see Table 3). These factors are: (1) game support features, (2)
gender-neutral features, (3) engagement and problem-solving instruction strategies,
(4) a rich mathematical content, (5) an attractive game context and story, (6) the
adjustment of the game difficulties and (7) access to a trial version of the game.
Such comparison indicates that Dimenxian adoption factors are broader than the bar-
riers of using the computer games identified in the literature. The Dimenxian game
designers, researchers and educators should address not only the barriers but also
additional adoption factors to advance the adoption of the games. These results benefit
both the educators and the designers of Dimenxian and other educational games in
identifying key factors that make modern educational games more adoptable by teach-
ers and educational organisations. In addition, this study helps guide future research
and practice on the adoption of modern educational computer games.
This study identified the adoption factors of Dimenxian based on the teachers’ perspec-
tives. Teachers are the main users of the games, while school principals and adminis-
trators are also involved in making decisions on the adoption of educational computer
games. Thus, further studies will be helpful to identify adoption factors of Dimenxian as
well as similar educational computer games based on the school principals and admin-
istrators’ perspectives.
Acknowledgement
I would like to thank Professor Atsusi Hirumi for providing insights in preparing this
study. I would also like to extend my thanks to the Dimenxian game company for pro-
viding an opportunity for me to use their game in this study.
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If participant wants to look at the game, show the game briefly. Then continue from question
5.