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On the Use of Instructional Games in Moroccan High Schools: Motives and Barriers

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  • Khalid Lahbibi
  • Hamza Farhane
  • Mohamed Yeou
  • Abderrahim El Karfa

Abstract

Background The use of instructional games in foreign language classrooms has a lot of potential. This potential helped pushing the spread of game use, but it was faced with a lot of barriers. Purpose The current study intended to investigate the factors behind the use/nonuse of instructional games by Moroccan high school teachers. Methods This study adopted a mixed methods approach, which was typified in a sequential explanatory design. Data was collected from 215 students and 10 teachers in Allal Loudyi High School in Fes, Morocco, using questionnaire, interview, observation schedule, and focus group. Results The findings disclosed that students reported that instructional games should be used because they motivated them, helped them enjoy learning, and fostered their critical thinking skills. The large number of learners in the classrooms and lack of enough equipment were found to be two major obstacles, in addition to other minor challenges, that prevent Moroccan high school teachers from using instructional games in the classroom. Discussion Crosslinguistic studies confirmed the potential motives and barriers highlighted in the current study. Conclusion The results had direct implications for Moroccan EFL teachers, stakeholders, and students. The implications were discussed at the end of this article.

Suggested Citation

  • Khalid Lahbibi & Hamza Farhane & Mohamed Yeou & Abderrahim El Karfa, 2024. "On the Use of Instructional Games in Moroccan High Schools: Motives and Barriers," Simulation & Gaming, , vol. 55(6), pages 1078-1102, December.
  • Handle: RePEc:sae:simgam:v:55:y:2024:i:6:p:1078-1102
    DOI: 10.1177/10468781241287883
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    References listed on IDEAS

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    1. repec:igg:jmbl00:v:13:y:2021:i:3:p:71-90 is not listed on IDEAS
    2. Aysegul Liman Kaban, 2021. "Gamified E-Reading Experiences and Their Impact on Reading Comprehension and Attitude in EFL Classes," International Journal of Mobile and Blended Learning (IJMBL), IGI Global Scientific Publishing, vol. 13(3), pages 1-20, July.
    3. Bing Mei & Shuxia Yang, 2019. "Nurturing Environmental Education at the Tertiary Education Level in China: Can Mobile Augmented Reality and Gamification Help?," Sustainability, MDPI, vol. 11(16), pages 1-12, August.
    4. Dan Wang & Mas Nida Md Khambari & Su Luan Wong & Abu Bakar Razali, 2021. "Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App," Sustainability, MDPI, vol. 13(22), pages 1-26, November.
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