=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.== https://ceur-ws.org/Vol-2883/paper4.pdf
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

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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. Understanding the
implementation ahead of time was also an
important consideration for the teachers who
wanted to have clearer presentations of                This exploratory case study presents several
gamification in the initial implementations.        recommendations        for       implementing
                                                    gamification in upper secondary education.
Adoption factors should be considered,                                                            Int. J.
especially related to the Relative advantage of            Inf. Manage., vol. 45, no. June 2017, 2019,
the implementation, Compatibility with needs               doi: 10.1016/j.ijinfomgt.2018.10.013.
and Results demonstrability. It is recommended         [7] C. Dichev and D. Dicheva, Gamifying
that a gamification design highlights student              education: what is known, what is believed
progress and feedback, that communication                  and what remains uncertain: a critical
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