The factors that hinder the use of computer games were compiled and rated using a survey. In the first session a master list of issues was developed using input from 35 teachers. The master list was then submitted as a questionnaire to 444 teachers to rate each issue of a rating of 1 (for low) to 5 (for high).
The results were grouped under six broad categories:
- Inflexibility in the curriculum
- Negative effects of gaming
- Students lack of readiness
- Lack of supporting materials
- Fixed class schedules
- Limited budgets
I don't have a statistical background, so I can't comment on the factor analysis. I found the raw ratings fairly low. For example, the top 38 issues (out of 63) scored between 3.08 and 4.15.
From the mean scores, the inflexibility in the curriculum and the fixed class schedules were two issues of most concern. In other words, how can the games help students learn curriculum content, and how can game playing be fitted into an already tight schedule of class times?
The two issues with highest mean scores were both in the inflexibility of curriculum group. The first was that teachers have difficulty finding an educational game suitable for a learning objective. The second was that it is time-consuming effort to design, locate, and devise teaching methods to enhance the student learning process utilizing a particular game. Both these issues indicate that even if teachers support game playing for learning, then there are still significant challenges to implementing game playing in the classroom. There is a need for better resources for teachers, not just a list of games, but developed modules showing how learning for a particular curriculum item can be supported by a computer game.
As an end note, it is interesting that this was a Korean study - a reminder that computer gaming is not just a Western activity.
Baek Y.K., (2008). What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games. CyberPsychology & Behaviour, Volume 11, Number 6, 2008.