Analysis of the supporting websites for the use of instructional games in K-12 settings

Jan 15, 2013, 16:55 PM
Kebritchi, M., Hirumi, A., Kappers, W., & Henry, R. (2009). Analysis of the supporting websites for the use of instructional games in K-12 settings. British Journal of Educational Technology, 40(4), 753-754.


  • 22 teachers, technology support staff, and administrators in 6 middle and high schools completed a survey in this study.
  • The educators were all currently using an instructional computer-based math game in their schools.
  • Instructional computer-based video games are currently being used in classrooms throughout the United States to support material being taught within the required curriculum.
  • Although they can enhance student learning, teachers have identified many barriers to using instructional games in their classrooms.
  • This study sought to examine what is needed to facilitate the use of instructional games in schools.


  • Middle and high school staff in Florida, Texas, and Washington, D.C. completed surveys as part of the current study.


  • Surveys were sent to 40 educators in the United States; 22 teachers, technology support staff, and administrators responded to the survey.
  • The survey contained 51 questions comprised of 33 Likert-scale items, 5 open-ended questions, and 13 closed-ended questions.


  • Respondents identified the following components as being most useful in integrating instructional games within classrooms: providing learning objectives aligned with state standards, providing a list of the learning objectives for each level/game, having sample pre- and post-tests, proving sample lesson plans and student handouts, including a brief video clip describing each “mission,” having a database of lesson plans created by other teachers, and easy online/telephone technical support.
  • Findings from this study also indicate that there should be teacher training on how to use online instructional games that addresses the National Educational Technology Standards, makes information easily accessible, and presents information in small doses.
  • Math
  • Computer Assisted Instruction
  • technology in schools
  • educators
  • Computer-based instructional games
  • Implementation barriers
  • Web-based learning