
Designing Equitable Digital Game-Based Learning for Low-Resource Classrooms
In-Person
Abstract
Learner disengagement remains a major challenge in low-income K-12 schools, where limited access to technology, instructional resources and traditional teaching approaches can reduce motivation and participation. Digital Game-Based Learning (DGBL) offers interactive and immersive environments that can promote learner interest, persistence and active participation. This is made possible because features like challenge, immediate feedback, collaboration and narrative elements have been incorporated into video games. In low-income schools, these features may be especially valuable because they can create more inclusive and motivating learning environments for students who are often underserved by conventional instruction. However, the effectiveness of digital game-based learning (DGBL) depends on more than simply adding games to instruction. It requires careful alignment with learning goals, teacher readiness, appropriate scaffolding, and access to reliable technology. When these conditions are absent, DGBL may produce frustration, superficial engagement, or limited instructional value. This scoping review examines how DGBL influences student motivation and engagement in low-income school settings and identifies the implementation conditions that support effective use. The study synthesizes empirical and conceptual studies that address how students experience DGBL, how engagement is defined and measured, and what barriers shape implementation in under-resourced classrooms. This review was guided by two research questions: to what extent does game-based learning influence student motivation and engagement in low-income schools, and how do students in low-income schools describe their experiences with DGBL? Databases including Education Research Complete, ERIC, Scopus, and SAGE Journals were searched using terms related to game-based learning, motivation, engagement, and low-income K–12 contexts. Selected studies were analyzed thematically to identify recurring patterns, implementation challenges, and instructional design considerations. Preliminary findings suggest that DGBL can support motivation and engagement when activities are well structured, socially interactive, and supported by teachers. Students often describe DGBL as enjoyable, collaborative, and less intimidating than traditional instruction, with increased confidence and willingness to participate. At the same time, the review highlights the importance of contextual adaptation, professional development, and stable technology access. This study contributes to instructional design and educational technology research by identifying ways to make DGBL more equitable and context-sensitive for low-income schools.
Presenters
Emmanuel Atsu Fiahagbe
Graduate Research Assistant
I am a PhD student and a graduate research assistant in the Instructional Technology and Learning Sciences program. My interests span educational technology, game-based learning, artificial intelligence in education, and student engagement. My work focuses on exploring how innovative learning environments can foster motivation, persistence, and computational thinking among students. I am passionate about using research and education to create meaningful learning opportunities, improve access to quality education, and support innovative and equitable educational practices.