Between understanding and appropriation: game-based learning from the perspective of rural teachers
DOI:
https://doi.org/10.35622/j.rie.2025.02.002Keywords:
active learning, educational games, primary education, rural educationAbstract
The incorporation of Game-Based Learning has been promoted as a cornerstone of pedagogical innovation, yet important gaps persist regarding how teachers, especially in rural areas, understand and appropriate this strategy under conditions of scarcity. Guided by this overarching question, the study sought to understand, both theoretically and practically, how primary-school teachers at IE 70022-Collana (Puno - Peru) appropriate the strategy, using a qualitative phenomenological–interpretive approach. Five in-depth interviews were conducted with teachers who had more than twenty-five years of service, and a thematic analysis supported by qualitative coding was applied. Findings reveal: 1) a strong conviction that play is a prerequisite for meaningful learning and a cultural bond; 2) structural constraints (scarce materials, lack of time and weak institutional support) that compel creative adaptation with local resources; and 3) practices of resignification ranging from instrumental appropriation, limited to specific moments, to deep appropriation, where play becomes the organising axis of the curriculum, community identity and classroom socio-emotional well-being. On this basis, a double-helix model is proposed: one strand of “comprehension” (playful beliefs, self-efficacy, prior knowledge) and another of “appropriation” (situated diagnosis, adaptive integration and social legitimation), whose interaction explains the density of pedagogical resignification achieved. The study concludes that genuine transformation of teachers’ thinking depends on both critical reflection and supportive institutional conditions; otherwise, the strategy risks remaining a limited adaptive response.
References
Arias-Odón, F. (2023). Construcción de teorías científicas: nuevos enfoques e implicaciones en la tesis doctoral. Yachay - Revista Científico Cultural, 12(2), 138–144. https://doi.org/10.36881/yachay.v12i2.751 DOI: https://doi.org/10.36881/yachay.v12i2.751
Bandura, A. (1997). Self-Efficacy: The Exercise of Control. W. H. Freeman.
Boysen, M. S. W., Lund, O., Jørnø, R. L., & Skovbjerg, H. M. (2023). The role of expertise in playful learning activities: A design-based self-study within teacher education aimed at the development of tabletop role-playing games. Teaching and Teacher Education, 128, 104128. https://doi.org/10.1016/j.tate.2023.104128 DOI: https://doi.org/10.1016/j.tate.2023.104128
Braun, V. & Clarke, V. (2006) Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101. http://dx.doi.org/10.1191/1478088706qp063oa DOI: https://doi.org/10.1191/1478088706qp063oa
Castillo Vergara, I. (2025). Retos y dificultades docentes ante la implementación del Plan de Estudio 2022 desde los Consejos Técnicos Escolares. Revista mexicana de investigación educativa, 30(104), 165-189. https://ojs.rmie.mx/index.php/rmie/article/view/251
De Perú. (s.f). Escuela 70022 – Collana. Primaria 70022 Pública - Sector Educación. Recuperado el 29 de junio de 2025 de https://cutt.ly/krYJu4GT
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan. DOI: https://doi.org/10.1145/950566.950595
Gutierrez, A., Mills, K., Scholes, L., Rowe, L., & Pink, E. (2023). What do secondary teachers think about digital games for learning: Stupid fixation or the future of education? Teaching and teacher Education, 133, 104278. https://doi.org/10.1016/j.tate.2023.104278 DOI: https://doi.org/10.1016/j.tate.2023.104278
Hibana, H., Nayla, M. R., & Nurhayati, K. (2024). Exploring the role of game-based learning in early childhood cognitive development: Perspectives from teachers and parents. Golden Age: Journal Ilmiah Tumbuh Kembang Anak Usia Dini, 9(4), 733-745. https://doi.org/10.14421/jga.2024.94-12 DOI: https://doi.org/10.14421/jga.2024.94-12
Husserl, E. (2008). La crisis de las ciencias europeas y la fenomenología trascendental. Prometeo Libros.
Irgens, G. A., Bailey, C., Famaye, T., & Behboudi, A. (2024). User experience testing and co-designing a digital game for broadening participation in computing with and for elementary school children. International Journal of Child-Computer Interaction, 42, 100699. https://doi.org/10.1016/j.ijcci.2024.100699 DOI: https://doi.org/10.1016/j.ijcci.2024.100699
Martínez-Salgado, C. (2012). El muestreo en investigación cualitativa: principios básicos y algunas controversias. Ciência & saúde coletiva, 17(3), 613-619. https://doi.org/10.1590/S1413-81232012000300006 DOI: https://doi.org/10.1590/S1413-81232012000300006
Ministerio de Educación. (2023). Plan de gobierno y transformación digital para el período 2023-2025 del Ministerio de Educación. https://hdl.handle.net/20.500.12799/8779
Mohamed, A. M., Shaaban, T. S., & Jmaiel, H. A. (2024). EFL Special Education Teachers’ Perspectives: Evaluating Game-Based Learning for ADHD Behavioral Disorders. Journal of Attention Disorders, 28(11), 1482-1495. https://doi.org/10.1177/1087054724126587 DOI: https://doi.org/10.1177/10870547241265877
Mwinsa, G. M., & Dagada, M. (2025). Play-based learning: A pedagogical approach for social skills development in ECE learners in Zambia. Social Sciences & Humanities Open, 11, 101396. https://doi.org/10.1016/j.ssaho.2025.101396 DOI: https://doi.org/10.1016/j.ssaho.2025.101396
Organización de las Naciones Unidas para la Educación, la Ciencia y la Cultura. (2024). Global Education Monitoring Report Summary 2024/5: Leadership in education lead for learning. https://cutt.ly/arYF4aM4
Organización para la Cooperación y el Desarrollo Económico. (2023). PISA 2022 Results (Volume I): The State of Learning and Equity in Education. https://cutt.ly/orYF5Cgh
Organización para la Cooperación y el Desarrollo Económico. (2024). PISA Results 2022 (Volume III) - Factsheets: Peru. https://cutt.ly/5rYGqibw
Piaget, J. (1962). Play, Dreams and Imitation in Childhood. Norton.
Rulyansah, A., Ghufron, S., & Mariati, P. (2023). Competencies of Teachers in Game-Based Pedagogy. Pegem Journal of Education and Instruction, 13(2), 354-370. https://doi.org/10.47750/pegegog.13.02.39 DOI: https://doi.org/10.47750/pegegog.13.02.39
Schabas, A. (2023). Game-Based Science Learning: What are the Problems with Teachers Practicing It in Class? Assyfa Learning Journal, 1(2), 89-103. https://doi.org/10.61650/alj.v1i2.128 DOI: https://doi.org/10.61650/alj.v1i2.128
Schön, D. A. (1983). The Reflective Practitioner: How Professionals Think in Action. Basic Books.
Valles Martínez, M. S. (2002). Cuadernos metodológicos: entrevistas cualitativas (1ª ed.). Centro de Investigaciones Sociológicas
Van Manen, M. (2016). Researching lived experience: Human science for an action sensitive pedagogy (2a ed.). Routledge.
Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.
Wu, M. L. (2023). Teachers’ perceptions of implementing Digital Game-Based Learning in the classroom: A convergent mixed method study. Italian Journal of Educational Technology, 31(3), 7-20. https://doi.org/10.17471/2499-4324/1302
Zhong, J., & Zheng, Y. (2023). “What It Means to be a Digital Citizen”: Using concept mapping and an educational game to explore children's conceptualization of digital citizenship. Heliyon, 9(9), e1929. https://doi.org/10.1016/j.heliyon.2023.e19291 DOI: https://doi.org/10.1016/j.heliyon.2023.e19291
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Rodrigo Gonzales-Huaman, Lizeth Quispe-Chipana, Diana Ticona-Encinas, Estefany Calsin-Quispe, Tania Aquise-Mestas, Julia Humpiri-Tumi, Paola Cutipa-Escalante (Autor/a)

This work is licensed under a Creative Commons Attribution 4.0 International License.





















