“…As with much change, some classroom practitioners understandably lament for lessons past, or as Tapscott (2009, p. 128) points out in his exploration of learning in schools for students of the 'net-generation'; "old paradigms die hard". A report on digital games in the classroom found that teachers who played digital games for pleasure were much more likely to use digital games in their classrooms than those who did not (Takeuchi & Vaala, 2014); therefore, it is not surprising that some classroom teachers have expressed a need for guidance on how to use DGBL effectively (Greenhow, Robelia, & Hughes, 2009;Jukes, McCain, & Crockett, 2010;O'Rourke, Main, & Ellis 2013).…”