DIGITAL LIBRARY
FROM HESITATION TO ADOPTION: SUPPORTING TEACHERS IN IMPLEMENTING DIGITAL GAMIFIED LEARNING ENVIRONMENTS
Atlantic Technological University (IRELAND)
About this paper:
Appears in: EDULEARN26 Proceedings
Publication year: 2026
Article: 1899 (abstract only)
ISBN: 978-84-09-88444-5
ISSN: 2340-1117
doi: 10.21125/edulearn.2026.1899
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
As gamification becomes increasingly prominent in educational discourse, many teachers remain hesitant to adopt game-based approaches in their classrooms. While educators frequently recognise the potential of gamified learning to enhance motivation, participation, and engagement, barriers such as limited confidence, uncertainty around pedagogy, concerns about classroom management, and unfamiliarity with digital platforms continue to hinder implementation. This paper explores how structured pedagogical supports can assist teachers in transitioning from traditional instruction to meaningful and manageable gamified learning environments, with particular emphasis on Minecraft Education as an accessible and versatile platform for classroom gamification.

The research is grounded in key educational theories that provide a strong foundation for classroom gamification. Constructivism positions learners as active participants in the construction of knowledge, while Kolb’s experiential learning cycle highlights the value of learning through action, reflection, and application. Vygotsky’s concept of scaffolding further emphasises the importance of guided support in helping learners navigate new challenges. These perspectives are combined with game-based learning theory to examine how platforms such as Minecraft Education can be integrated in ways that are pedagogically robust rather than superficially motivational.

Focusing on teacher training, lesson design, and classroom integration strategies, the paper proposes a practical framework for reducing barriers to adoption. It argues that teachers are more likely to embrace gamification when supported by clear instructional models, structured lesson plans, and dedicated instruction manuals and curriculum integration guides that help bridge the gap between technological tools and pedagogical purpose. Rather than presenting gamification as a purely technological innovation, gamification is positioned as a pedagogical approach capable of supporting active, student-centred learning. The paper contributes to ongoing discussion on how educators can be empowered to adopt gamified practices with confidence, purpose, and pedagogical clarity.
Keywords:
Gamification, Minecraft Education, Teacher Professional Development, Classroom Integration, Active Learning, Teaching Innovations, Digital Platforms.