TY - Type of reference TI - Teachers’ personal video game experience: a lever for integrating video games into the classroom? AU - Denise Sutter Widmer AU - Julien Bugmann AU - Florence Quinche AB - The practice of video games is increasingly popular among young people and in society. In fact, video games represent the largest cultural industry in the world, followed by music and cinema. However, they are still rarely used in the classroom. This article proposes to identify teachers’ motivations and obstacles they may encounter when using video games at school. For this purpose, we interviewed 34 teachers and future teachers from primary and secondary schools in order to address the following question : does the teacher’s personal experience with video games influence their integration in the classroom ? An online survey revealed that the majority of teachers were motivated by the idea of using video games, but under certain conditions. Indeed, we highlighted a certain number of requirements for implementing video games in the classroom, such as a training program with the possibility of playing different types of video games, guidance regarding classroom management and technical support (material, etc.). This article also shows that teachers’ personal experience positively influences the use of video games in the classroom, even though it is not sufficient to motivate them to use these games for educational purposes. DO - 10.21494/ISTE.OP.2022.0819 JF - Educations KW - Motivation, video games, Learning, training, serious games, Motivation, jeux vidéo, apprentissages, formation, jeux sérieux, L1 - http://openscience.fr/IMG/pdf/iste_edu22v6n1_f.pdf LA - en PB - ISTE OpenScience DA - 2022/03/16 SN - 2632-590X TT - L’expérience vidéoludique personnelle des enseignants : un levier motivationnel à l’intégration des jeux vidéo en classe UR - http://openscience.fr/Teachers-personal-video-game-experience-a-lever-for-integrating-video-games IS - Issue 1 VL - 6 ER -