One of the greatest challenges discussed in the field of educational technology is the difficulty in the successful adoption and implementation of these innovations in practice in the general classroom. Many beautiful games get developed, but few are used broadly in education. Research has teased out the various barriers to effectively integrating technology in the classroom. There is an array of reasons behind this lack of adoption, however many occur at the school and classroom level and can often be effectively mitigated if awareness and support are brought to the potential challenges—this is the goal of the i5. Game designers can use this framework to enhance their designs and marketing mechanisms to increase adoption, and educators can do the same to mitigate some of these barriers which can often thwart intentions to try new games and pedagogies in the classroom.
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