Italian Teachers’ Attitudes and Competence According to the Acceptance Game-Based Learning (AGBL) questionnaire

Authors

DOI:

https://doi.org/10.34190/ecgbl.19.1.3968

Keywords:

GBL, AGBL, Teachers’ Attitudes, Educational Innovation, Italian School System, Educational Technology

Abstract

In an ever-evolving educational landscape, the adoption of innovative approaches such as Game-Based Learning (GBL) has gained increasing attention for its potential to enhance student engagement, foster active learning, and promote intrinsic motivation. However, the systematic integration of such practices remains limited. This study aims to examine the attitudes of Italian teachers toward GBL, focusing on the role of demographic variables such as age, teaching experience, and school level as potential predictors of openness to these methodologies. The research was conducted using the Acceptance of Game-Based Learning (AGBL) Questionnaire, specifically developed and validated to measure teachers’ willingness to adopt games as a teaching strategy. The questionnaire, grounded in well-established theoretical frameworks like the Technology Acceptance Model (TAM) and the TPACK-G framework, was distributed online to a random sample of 2,752 teachers across all school levels in Italy. Data analysis was carried out using ANOVA and multiple linear regression through Jamovi software. The findings indicate that school level is the only demographic variable that significantly predicts attitudes toward GBL. Specifically, preschool teachers report significantly more positive perceptions than their counterparts in secondary education. In contrast, neither age nor teaching experience showed a meaningful influence on GBL acceptance. The regression model confirms the limited explanatory power of demographic factors (R² = 0.019), suggesting that contextual and institutional elements play a much stronger role. These results offer relevant insights for both educational theory and practice. On one hand, they confirm the greater potential of early childhood education, characterized by curricular flexibility and constructivist approaches, to embrace game-based methodologies. On the other hand, they challenge the assumption that age or professional experience are decisive factors in the adoption of educational innovations. Additionally, the convergence of negative attitudes among all types of secondary schools (academic, technical, vocational) points to systemic resistance, likely stemming from curricular rigidity and a high-stakes assessment culture typical of upper-level education. Given the study results, for future research, it would be necessary and interesting to shift the focus from individual characteristics to broader predictors such as institutional support, access to digital resources, participation in professional learning communities, and ongoing teacher training. In fact, understanding these factors is essential to designing effective teacher development programs and policy strategies that support the widespread adoption of GBL. Ultimately, the successful integration of game-based approaches in schools requires not only teacher readiness, but also structural and cultural changes, supported by visionary leadership and collaborative school environments.

Author Biographies

Maria Clara Dicataldo, University of Foggia, Italy

Maria Clara Dicataldo is a third year Phd student in Education Sciences at the University of Foggia. Her research project intends to investigate the pedagogical approaches used in the Business Education field with the final aim of reducing the skill gap between the higher education system and the labour market.

Marika Lamacchia, University of Macerata, Italy

Marika Lamacchia is a second year PhD student in Teaching and Learning Sciences at the University of Macerata. Her reserach project focuses on evaluating the effectiveness of digital educational content and its impact on self-regulatory capacity, with the aim of understanding whether the introduction of such content and innovative technological tools improves the learning experience and fosters the development of soft skills in the context of sustainability. She is currently a visiting student at SUPSI in Locarno. Her research interests include educational neuroscience, educational technology and special pedagogy.

Francesco Facciorusso, University of Macerata, Italy

Francesco Facciorusso is a PhD student in Teaching and Learning Sciences at the University of Macerata. His main interests are technological innovation for teacher training and the use of artificial intelligence in education. He develops teaching materials for teachers, focusing on practical applications and digital tools to improve inclusive teaching and learning experiences.

Massimiliano Andreoletti, Università Cattolica del Sacro Cuore, Milan, Italy

Dr Massimiliano Andreoletti (PhD) is adjunct professor of "Planning and Management of Learning Environments" at the Faculty of Psychology of the Università Cattolica del Sacro Cuore of Milan, Italy. He received his PhD in "Communication and New Technologies" from IULM University (Milan) in 2007. He taught "Game and Didactics" at the Faculty of Education Sciences. His research interests concern the use of technologies for learning with particular interest in analogical and digital games.

Andrea Tinterri, Pegaso Telematic University, Naples, Italy

Dr Andrea Tinterri is associate professor of experimental pedagogy at Pegaso Telematic University, Italy. He received his PhD in neuroscience from Université Pierre et Marie Curie (Sorbonne Université) in 2016. He is a researcher in the field of technology-enhanced learning and a professional board game designer; his main research topics include Artificial Intelligence in education, game-based learning, and technology-enhanced assessment.

Downloads

Published

2025-09-26