Abstract :
Even though computer games hold considerable potential for engaging and
facilitating learning among today’s children, the adoption of modern educational
computer games is still meeting significant resistance in K-12 education.
The purpose of this paper is to informeducators and instructional designers on
factors affecting teachers’ adoption of modern educational computer games. A
case study was conducted to identify the factors affecting the adoption of
Dimenxian, which was a new educational computer game designed to teach
Algebra to middle school students. The diffusion of innovations theory was
used as the conceptual framework of this study. The results indicated that
compatibility, relative advantage, complexity and trialability played important
roles in the game adoption. These findings were compared with the existing
literature on (1) the adoption of educational software, and (2) the barriers in
the use of educational computer games in K-12 settings to help guide future
research and practice. The comparison showed that (1) adoption attributes for
the games and other educational software had a similar pattern from high to
low significance: relative advantage, compatibility, complexity, trialability and
observability; and (2) the game adoption factors were more inclusive than the
barriers of using the computer games.