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Cover of Rewriting History: How Digital Games Are Revolutionising NSW Secondary History Classrooms
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Rewriting History: How Digital Games Are Revolutionising NSW Secondary History Classrooms

Digital games are increasingly present in New South Wales secondary History classrooms, but their adoption is constrained by unequal access, limited teacher preparation, and an uncertain policy stance.

  • Digital games are already widespread in NSW secondary History classrooms: every one of the 18 surveyed History and Geography teachers had used them at some point, with Kahoot!, Blooket, and Minecraft among the platforms named.
  • The main barriers to adoption are structural rather than motivational, with device access, especially inequity under bring-your-own-device (BYOD) arrangements, cited most often, followed by insufficient professional development and low teacher confidence.
  • Most respondents did not see student interest as a barrier, suggesting the challenge lies in provision and support rather than learner reception.
European Conference on Games Based Learning (ECGBL)Sep 2025