=Paper=
{{Paper
|id=Vol-2883/paper4
|storemode=property
|title=Teachers’ perception and adoption of a gamified blended learning implementation in upper secondary education.
|pdfUrl=https://ceur-ws.org/Vol-2883/paper4.pdf
|volume=Vol-2883
|authors=Izabella Jedel,Adam Palmquist
|dblpUrl=https://dblp.org/rec/conf/gamifin/JedelP21
}}
==Teachers’ perception and adoption of a gamified blended learning implementation in upper secondary education.==
Izabella Jedela, Adam Palmquistb a Insert Coin, Vasagatan 33, 411 37, Gothenburg, Sweden b University of Gothenburg, Applied IT Forskningsgången 6, 417 56, Gothenburg, Sweden The present explorative case study addresses teacher perception and adoption of a gamification implementation in five classes consisting of 127 students at an upper secondary school in Sweden. Multisession semi-structured interviews with three teachers involved in the implementation were conducted, followed by thematic analysis based on Moore and Benbasat s model for Adoption of information technologies. The main results indicate that adoption factors should be considered when implementing gamification in the classroom. This relates to connecting the gamification design to student progress, communicating with as technology support, preparation, collaboration and clarification, and visualizing the outcomes of gamification implementations to teachers. Adoption factors, Blended learning, Education, Gamification, Teacher perception, Upper- secondary education OECD countries, Swedish teachers experience equivalent or more ICT competence but have less confidence in the effect of digitalization Motivating and engaging learning and less motivation to use information environments play a crucial role in student technologies [12]. This discrepancy calls for learning and behavior [1, 2, 3, 4]. Two clarification in when approaches that have been suggested to implementing novel technologies in the increase motivation and engagement in classroom. There has to the authors knowledge education are gamification and Game Based been limited applications of gamification in the Learning (GBL) [5, 6, 7]. Gamification is a classroom in a Scandinavian setting. Therefore, motivational strategy in which game-elements before presenting the present case study, [9] and gameful-design principles [8] are previous studies related to the adoption of applied to a non-game context, and the gamification and GBL implementations in a interrelated concept of GBL, is the use of entire Scandinavian setting are reviewed. games for educational purposes [10]. Adoption of GBL For teachers, challenges might arise when individual traits and perception of games. In a implementing new technologies in the survey study conducted with over 1500 primary classroom. In Sweden, the risk of newly and secondary school teachers in Finland, graduated teachers with inadequate information teacher adoption of GBL depended and computer technology (ICT) has been high, openness to ICT as well as their self-efficacy resulting in the underutilization of technology and attitude [13]. In other qualitative studies in the classroom [11]. Compared to other 5th International GamiFIN Conference 2021 (GamiFIN 2021), April 7-10, 2021, Finland. EMAIL: izabellajedel@hotmail.com (A. 1); adam.palmquist@ait.gu.se (A. 2) ORCID: 0000-0001-9212-3259 (A. 1); 0000-0003-0943-6022 (A. 2). 2021 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). CEUR Workshop Proceedings (CEUR-WS.org) conducted in Scandinavian settings, one why and at what rate innovation spreads. Moore concern expressed by teachers was the and Benbasat [19] adapted the characteristics of perception that games are distracting and risk IDT and refined the model as the following set resulting in less learning for students [1, 14]. of eight core constructs that could be used to Another disadvantage previously discussed study innovation in IT: 1) Relative Advantage, with GBL is that teachers might be unfamiliar that is perceived as being better than its with computer games which may lead to forerunner. 2) Ease of Use, that is degree to anxiety or create aversion to use them for which an innovation is perceived as being educational purposes [15]. It has also been difficult to use. 3) Image, that is perceived to acknowledged that some teachers are afraid to introduce games into their learning environment. 4) Visibility, that is degree to environment, as they presume that games are at which the individual can see others using the their essence competitive, which can increase system in the organization. 5) Compatibility, student anxiety [16]. that is degree to which an innovation is Environmental factors such as compatibility perceived as being consistent with one's with teaching and supportive organizational existing values, needs, and past experiences. 6) ICT culture has also been shown to effect Results Demonstrability, that is tangibility of teacher adoption of GBL [13]. In his doctoral the outcome of using the innovation, including dissertation, Berg-Marklund [17] criticized observability and communicability. 7) GBL for performing differently in live school Triability, that is degree of experimentation settings compared to experimental settings due before adoption. 8) Voluntariness of Use, that to teachers varied knowledge or interest in is degree to which use of the innovation is digital tools provided in the classroom. To perceived as being voluntary [19]. make educational games viable, Berg- In the present case, gamification was Marklund [17] claimed that both educators and implemented at a practically oriented upper developers need to alter their working secondary school in Sweden during seven processes, their perceptions of games and weeks of a mathematics course. The aim and teaching, as well as the way they collaborate expectation of the gamification implementation and communicate with each other and other was to increase the number of students passing actors within the educational system. the course, since the school had a previous In another study, Cruaud [18] interviewed problem of not enough students passing the two teachers who used a gamified application course. In this study, an exploratory approach during one school year in their foreign language is taken to answer the following research classes in upper secondary education. The first questions: RQ1: What is the expressed teacher teacher had a positive experience and was perception of a gamification implementation in active in the use of the application, whereas the upper secondary education? RQ2: Which second teacher viewed the implementation as adoption factors are expressed by upper unfavorable and interpreted it as a loss of secondary education teachers when control in the learning environment. Cruaud implementing gamification in a blended [18] learning course? experiences can derive from the first teacher taking an active role and ownership of application while the second teacher took a passive role, had had an absent involvement in Three teachers were involved in the the design process and showed lack of confidence toward the application. gamification project. Respondent 1 was a 48- To deepen the understanding of teacher year-old female with 30 years of teaching experience. Respondent 2 was a 33-year-old perception and adoption of gamification in the classroom the present study investigates male with a five-year teaching experience, and Respondent 3 was a 50-year-old male who had teachers experience of a gamification implementation. This is done through the lens been working as a teacher for 15 years. There of Moore and Benbasat [19] model for were five classes with 127 students in total. Respondent 1 and 2 oversaw two classes each, Adoption of IT. Moore and Benbasat [19] model is an adaption of Rogers [20] Innovation and Respondent 3 oversaw one class. The Diffusion Theory (IDT), which describes how, courses had previously had low levels of digital aspects included in the education. Respondent 1 had limited experience using Google Classroom, while Respondent 2 and 3 had used To ensure the extraction of core information it before the gamification implementation. from the teachers while providing flexibility to Respondent 1 and 3 had never heard of inquire more deeply into the narratives that the gamification previously while Respondent 2 teachers shared, a multisession semi-structured was familiar with the term. interview approach was taken [22]. The teachers participated in two semi-connected interview sessions, one in the beginning of the implementation and one after two months. The Prior to the implementation, the teachers interviews were conducted online and lasted created a Classroom (course) in the schools between 20 to 30 minutes per session and were Google Classroom learning management all recorded after getting consent from the system (LMS) consisting of digital course respondents. The interviews included questions material, quizzes, videos and links to other learning resources. A gamified API was added implementation, their experience of to the LMS as a Chrome extension, adding a gamification in the classroom and its effect on widget to the interface, which contained the students and on their own working game elements level, shop and achievements. environment. The API was developed by a gamification As recommended by Belotto [23] as a means studio. The implementation was done in a math to gain inter-rater reliability, both authors course using a blended learning approach. The initially discussed the case and agreed on the students worked with computers, provided by research method. Interview questions were the school, and the LMS as an educational tool, prepared before the first interview; first as well as with analogue learning material separately by author 1 and 2 and later discussed, during the lessons and at home. revised, and merged. The questions for the The completion of achievements afforded second interview session were decided by the experience points to the level element and authors after the initial interviews to enable included online activity i.e., doing math quizzes insights from the first session. Prior to the or logging into the LMS, as well as campus implementation Author 2 took part in the activity i.e., contributing to a classroom gamification workshop and participated in discussion or helping a friend. After the several meetings with the headmaster and the students had progressed in level, they were able teachers. Author 1 therefore conducted the to buy point for the upcoming exam through interviews to encourage the participants to talk virtual coins earned in the shop. The game freely of their experience. elements triggered automatically when the After the interviews the recordings were students performed different activities in the transcribed word for word. In the analysis of the LMS. At the end of each lesson, the students did data the thematic coding process presented by Gioia et al. [24] was used, with the sense- material. The implementation took place in the making of the teachers being a focal study middle of the semester, from the beginning of point. To reduce the error and bias generated November to mid-December. An open when individuals processed sets of text-based communication channel was set up between data generated by qualitative investigation the Respondent 2 and the gamification designers to authors used procedures of intercoder reliability assist the teachers with any technical issues. checks[25]. The authors conducted three The gamification design and implementation rounds of checks in the beginning, middle and has been presented further in the short paper at the end of the study. After author 1 had conducted the interviews, the transcripts were [21]. The API can be viewed here: read though once and later coded into first order https://docs.google.com/presentation/d/1zSepC eKgD7RVvDw12gQ6wy5IcFsXcmzJ- XcCOjQye3w/edit?usp=sharing. Figure 2. Themes and dimensions related to gamification perception and adoption factors concepts. themes and dimensions were found constructs presented by Moore and Benbasat related to the RQ1. Several codes could also be [19] were not discussed extensively by the identified related to adoption factors. teachers and are not included. Each aggregated Therefore, the researchers created RQ2 from dimension with belonging themes and codes is the data related to the factors that can affect the presented separately below. For the sake of adoption of gamification. First order concepts readability as well as some faulty grammar, the related to RQ1 and RQ2 were thereafter studied excerpts have been modified with the aim to and grouped related to RQ1 and RQ2 by make the respondent's statements easier to moving related concepts closer to each other comprehend with precaution to maintain the and by moving non-related concepts further meaning and content of each excerpt. apart. Concepts that were mentioned by one of the teachers and unrelated to the other concepts or irrelevant from the view of the research questions were discarded. From the clusters created by the first order concepts, second order The teachers mentioned several Perceptions themes were taken out as a summary of the of gamification. The first theme was that the main theme in the concepts. The same process teachers comprehended the Clear link between was repeated when moving from second order gamification and education. In the first themes into aggregated dimensions, with the interview, Respondent 2 conveyed that the second order themes first being clustered from psychology behind gamification already exists relatedness and later summarized into in upper secondary school and Respondent 1 said that she understood the connection aggregated dimensions. between education and gamification but that the connection was not always clear for the students. Respondent 3 mentioned that the concept of games could be applied to a school Four aggregated dimensions emerged based context. When asked about gamifications on the research questions (Figure 2.). The first purpose in school, Respondent The part aggregated dimension is the perception of with progressing, that it becomes clearer for gamification, whereas the remaining them in a way. I believe that if they see the dimensions are related to the adoption factors: avatar do things and grow all the time, they Relative advantage, Compatibility with needs want the avatar to grow all the time instead of and Results demonstrability. The five other themselves. And they do not always understand that the avatar is the symbol for themselves, so it drives them to progress The second theme that emerged in the first Aspect related to the Relative advantage of interview session was the perception of the gamified blended learning implementation gamification as having an Initial positive effect compared to the previous analogue education on the students. Respondent 2 and 3 mentioned was discussed in the first and the second teacher that all the students did not interact with the interview, producing two themes. In the first gamification API but that it seemed to have interview the teachers experienced that the positive effect for those who did. Respondent 3 students were provided with Alternative ways expressed that positive comments had been for students to learn. Respondent 1 mentioned given by the students and Respondent 2 said that the students had been offered more learning that the students started discussing gamification opportunities with the implementation. They do not have Respondent 3 brought forth that the more anything against it (gamification) so to say. You material that was available for the students, the realize that they compare with each other which better it was and that the computer could be is kind of what you want to get out of it. You used as an alternative tool for the students to use want to hear that they start to buzz about it, during the lessons when the book became hear them compare their progress with each boring. Furthermore, Respondent 3 mentioned other. As soon as that starts, it feels like the that students who did not usually work on the process began and will continue. I try to computer at least did something on the encourage those (the students) who do not do it computer and that it was a higher probability for to start, the ones who do not speak about it. the students to use the computer than the book In the second interview the third theme at home. Respondent 2 highlighted that the emerged as the respondents mentioned the Lack LMS had provided more material for the of progress for the students. Respondent 2 students with the potential to learn and that the mentioned that it is important to include a path effect of the implementation was not seen as to the overall goal of the game and that the negative since it was used as a complement to gamification should show a clearer indication We have of progress for the students. Similarly, added more material and created better Respondent 3 commented on the students not conditions for the students to study at home, noticing gamification progress; expressed as with a system that is more fun. Therefore, I have the students not caring about if the avatar a hard time imagining that it would be negative progressed and that it had not been visually for anyone, even if someone chooses not to do clear for the students. Furthermore, it, they do not miss anything Respondent 1 said that there had been a lack of In the second teacher interview clear connection between progress and effort Accessibility and variation was also discussed for the students. This related to the visual as a positive consequence of the separation between the exercises and the implementation. Respondent 1 mentioned that gamification API, expressed by Respondent 1 the student had gotten the opportunity to study in the The technology has and repeat the course material at home to a worked, the only thing I have thought about, I greater extent and that the content had become do not know if I mentioned it last time, but that more accessible for the students. Respondent 2 the widget lives its own life. You could have had mentioned that the students had realized that the exercises at the same place and then it digital tools can aid them in their studies. would be easier for the students to see, to click Finally, Respondent 3 discussed that the here and do the exercises and see the results. implementation had resulted in studying Now they (the students) got to do the exercises becoming more accessible as the students could and then click on the figure on their own to see study from anywhere, and that the students had if anything happened. It was like a jump in gotten access to more material and between, so there was no....how can I say this, opportunities to learn with the digital add-ons here and now experience that I am moving It is good for those (the students) forward. who do not get the chance during the lesson. Then you have everything there (on Google Classroom). Then the students have access to Respondent 2, Respondent 3 said that it is more learning material than just a book valuable to have a driven person in the team, We are three people who divided the workload. You probably need to divide it otherwise it is a lot to do in the beginning. Respondent 1 did the majority of In the first interview session, the first theme what could be done, he is the one who built the identified and related to Compatibility with most (of the course). If you have a driven needs was Need for technological support. person, or a driven team, it becomes easier, if Respondent 3 mentioned that the technical you have a technology savvy person who wants support was low during the lessons and that not to put in more of an effort fully understanding how the technology works The final theme related to the Compatibility had led to higher work stress. Respondent 2 with needs emerged in the second interview and mentioned that there had been some initial was related to Clarification needs. Respondent technical difficulties and that if there would 1 mentioned several times that the value of have been more technical issues the entire gamification should have been expressed to the implementation risked failing. Respondent 1 students along with information on how expressed that some classes are more difficult gamification functioned. Similarly, Respondent to work with than others and that it can be more 2 mentioned that the teachers should have challenging to implement technological add- gotten a walkthrough of the different ons in disorderly classes: I think it is easier for gamification parts with clear examples in in the some groups, depending on the group. beginning of the implementation. Respondent 3 Sometimes we have a disorderly group which mentioned the need to be presented with a clear does not start accordingly, or something example of gamification before the happens that makes you lose the thread. implementation: I did not understand anything Instead, if you have an easier group it becomes since I got into it (gamification) a little late, so much easier to continue it would be (an improvement) if I knew more The second theme that emerged in the first what it was about. It is also difficult before you interview session was the Need for preparation. have done it and seen a clear example of how it Respondent 3 expressed a need for higher looks, because then you could have mentioned preparation and understanding for the it differently for the students in the beginning. It technology. Similarly, We became confusing for them as well when I tried had very short time to plan this, it was almost to explain something that I did not really panicky with what we were supposed to do. We understand would need more time to plan the achievements gamification was expected to be more of a and the grading part. More time overall to plan mathematics game and that gamification was everything I did not know, I had The third theme concerned the Need for no idea, so I thought it would be more of this collaboration. Respondent 2 mentioned that the old, math king or pyramid game or something teachers worked more coherently and similar. There was something called the collaborative and Respondent 1 mentioned that mystical pyramid or something a long time ago. the teachers participating in the project had That it would be more of a computer game in become more integrated in their day-to-day that case, that you pretended to walk into the work. The respondents also mentioned the need room and got to solve exercises or something. for higher technological competence in the So maybe I thought it would be like that. More team. Respondent 2 mentioned that more of a game teachers with digital competence would have made the implementation easier, and that a stronger support with the increased workload and with the planning was needed. Furthermore, Respondent 2 also mentioned the Aspects related to Results demonstrability need for a more intuitive gamification system, was mentioned in the second interview session. more technical support and more guidance on Two themes emerged; the Doubt about how to design courses based on the existing effectiveness of gamification and the Difficulty research in gamification for learning. Similar to to measure the outcomes. In the first theme, Respondent 2 and Respondent 3 expressed that teachers expressed that they understood the they were skeptical toward if the gamification connection between gamification and education implementation had been successful. and perceived initial positive effects. The Respondent 2 conveyed that the digital aspects effectiveness of gamification was seen as being had been positive but that the students had not related to visualizing student progress, which reacted to gamification as much as expected. In indicates that gamification could be answering if any effects had been noticed due communicated and implemented as an to gamification, Respondent 3 responded: Not indication of progress for students to increase as much as I had thought. Or not as much as it teacher adoption. Correspondingly, other could have been. I mean, it could have been studies have suggested visualizing progress as a way to enhance competence driven motivation through gamification [35, 36, 37]. it adds more than it takes at least. It only adds Future studies should therefore explore how so to say. But I did not notice what I expected, communicating and implementing competence that someone wanted to build a stronger avatar. driven gamification related to the indication of It probably has been too unclear, that the student progress could influence teacher students did not realize it enough. perception. Finally, in the second theme Respondent 3 Compared to teachers reflections on GBL and 2 mentioned aspects related to the fact that and previous concerns in the literature related the results were difficult to measure. to games being distracting [14, 38], the teachers Respondent 3 mentioned that it was in the present study did not mention similar problematic to define the valid cause behind concerns. Compared to GBL, which relates improvements. Respondent 2 said that it was more to full-fledged games, gamification difficult to comprehend if improvements had concerns parts of, instead of entire, games [9] occurred due to the intervention since student and might, therefore be more comfortable to be groups differ every year making comparisons adopted by teachers as a learning tool. Similar unreasonable We have two classes and one of findings were shown regarding teachers' them, despite being in the same program, sit perceptions of gamification in a survey study by quiet for maybe fifty minutes and count, Alabbasi [35] who identified that few teachers whereas the other cannot sit quiet for five viewed gamification as negative compared to minutes. If I had only had the second class, I those who viewed gamification as positive. The would have thought it (gamification) was findings presented here, in relation to previous amazing, but now it is hard to say. But I know research, indicates that gamification might be that a lot (students) asked why they did not get easier to adopt by teachers compared to GBL. points for this etc., and updated the page to get To support these claims, comparative studies points, so I am not sure, but I believe that it is between teachers' perception of gamification positive. But it is hard to say and GBL in education should be conducted. Several themes related to three of the adoption factors presented by Moore and Benbasat [19] emerged from the interviews (Table1.). These factors should be considered when Previous studies have shown low ICT skills implementing gamification in the classroom. [11] and lack of professional development and The Relative advantage of a blended learning motivation toward using IT among Swedish environment compared to the previous teachers [12]. However, in the present study all analogue education was expressed by the the teachers involved in the implementation teachers as providing alternative ways for perceived a gamified blended learning students to learn, higher accessibility and implementation as initially positive, whereas variation, and a more inclusive learning two teachers later expressed doubt of the environment. The importance of Relative effects. Teachers positive experiences of advantage has previously been suggested as a gamification have been mentioned previous critical factor in online education [36], in which studies related to students motivation, time saved and individualized feedback to communication, social skills [30, 31, 32], self- students has been discussed as a relative regulation [31, 32], collaboration [30, 33] and advantage with blended learning [37]. From the competition [33, 34]. In the present study the teachers comments these aspects are however Table 1 Here, teachers should be shown clear examples of the technology to be implemented as to not create confusion and work stress. This aligns with previous studies that show that unfamiliarity with digital games as a disadvantage in GBL [15] and teachers can experience a loss of control and need for guidance when working with gamification [18]. Finally, Results demonstrability should be considered when implementing ICT in the classroom. Doubt about the effectiveness of gamification and the lack of measurable results was expressed by the teachers. Since digital technology enables a more data driven and visible approach [38], it is recommended that teachers are provided with tools that indicate the effects of the technology implemented. Here, more studies should be conducted on how more related to the digitalization then to such tools should be used to create a fair and gamification in itself. Communicating relative motivating learning environment for students advantage aspects could be included to and teachers. overcome adoption barriers for teachers when implementing ICT. Further studies should take the above aspects into consideration to broaden the understanding of the relative advantage A main limitation with the study is the small connected to working with ICT for teachers. sample size of the teachers being interviewed Compatibility with needs was discussed in (n=3) making the results less generalizable. the teacher interviews, with four main needs Moreover, the implementing gamification with being highlighted: technological support, an API could possibly cause delays and inhibit preparation, collaboration and clarification. instant feedback to the student which could Technological support was expressed as being have affected the results. Another limitation is able to get support during lessons and the need not being able to separate the adoption of for things to work in disorderly classes, as well gamification and adoption of the digital as support in understanding the technology environment since they were adopted initially. Berg-Marklund [17] reached similar simultaneously. Further research should position in explore the validity and generalizability of the GBL, arguing that technological barriers themes identified related to each factor and infrastructure jeopardizing GBL adoption of gamification. Survey studies implementations and usage. Preparation was investigating the relationship between relative also highlighted, referring to the teachers need advantage and alternative ways to learn, need to have more time initially in the project. support with technology support, preparation, Collaboration was seen as an essential collaboration and clarification, and results component for the success of the demonstrability with doubt about effectiveness implementation. Here the value for teachers to and measurability. Furthermore, more studies work in teams and assist each other, as well as are needed comparing the adoption of gamified having a technological competent person in the digital environments compared to the adoption team is highlighted. This could provide of non-gamified digital environments. assistance as well as accountability for the teachers to do their parts. 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