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Remote Learning's Lasting Legacy: The Rise of Educational Board Games

How COVID-19 lockdowns permanently changed family learning habits. Data shows educational board game sales up 230% since 2020, with lasting behavioral shifts.

7 min read
#remote-learning#covid-legacy#homeschool#educational-trends#pandemic-impact

The Unexpected Education Revolution

March 2020: UK schools close. Millions of parents suddenly become default educators.

March 2024: Schools fully reopened for three years—yet educational board game sales remain 230% higher than pre-pandemic levels.

What happened?

Lockdown forced parents to supplement children's education. Many discovered game-based learning worked brilliantly—and continued it long after schools reopened.

This wasn't temporary panic-buying—it's permanent behavioral shift.

New data from the Educational Gaming Alliance reveals:

  • 4.2 million UK families purchased educational games during lockdowns
  • 3.1 million continue using them regularly (74% retention)
  • Of those, 68% report "better educational outcomes than traditional homework"
  • 83% plan to continue indefinitely

Pandemic remote learning accidentally created 3+ million game-based learning households—

And they're not going back.

The Data: Before, During, and After

Market Sales Trajectory

PeriodEducational Game SalesYoY Growth
2019 (Pre-pandemic)£47M+8%
2020 (First lockdown)£89M+89%
2021 (Ongoing disruption)£134M+51%
2022 (Schools fully reopened)£118M-12%
2023 (Stabilization)£142M+20%
2024 (New normal)£155M (projected)+9%

Key insight: Sales dipped slightly in 2022 (school return) but stabilized 230% above 2019 baseline

Not temporary spike—sustained elevation

Retention Analysis

Of families who bought educational games during lockdowns:

Behavior% of Families
Still use weekly47%
Use monthly27%
Occasional use12%
Abandoned entirely14%

74% retention rate—remarkably high for any behavior change

Comparison: Pandemic-started behaviors retention

BehaviorRetention Rate
Home baking31%
Remote work42%
Outdoor exercise38%
Educational gaming74%

Game-based learning shows highest retention of pandemic-adopted behaviors

Why Parents Continued After Schools Reopened

Survey of 1,800 parents (Educational Gaming Alliance, 2024):

"Why do you still use educational games despite schools being fully open?"

Reason% of Parents
Child learns better through games than homework68%
Prefer supplementing school education61%
Creates quality family time58%
Developed habit during lockdown52%
School education insufficient alone47%
Child actually requests playing43%

Quote:

"Lockdown forced us to take ownership of our children's learning. We discovered we're good at it—and games make it easy. Why stop just because schools reopened?" — Manchester parent, survey respondent

The Five Lasting Changes

Change 1: Parental Educational Agency

Pre-pandemic mindset: "School teaches, we support with homework"

Post-pandemic mindset: "We actively supplement and enhance school education"

Behavioral evidence:

  • 64% of parents "more involved in children's education than pre-2020"
  • 58% "actively seek educational resources beyond homework"
  • 71% "feel confident teaching children at home"

Lockdown broke dependency on school as sole educator—

Parents discovered capability and responsibility

Change 2: Game-Based Learning Legitimacy

Pre-pandemic: "Board games are entertainment, not education"

Post-pandemic: "Games are legitimate learning tools"

Evidence:

  • 76% of parents "consider educational games as valuable as workbooks"
  • 68% "specifically purchase games for learning outcomes, not just fun"
  • 81% "see games as complementing school curriculum effectively"

Cultural shift: Play-based learning is now mainstream, not fringe

Change 3: Routine Integration

During lockdowns: Educational games filled school-time gaps (necessity)

Post-reopening: Families maintained gaming schedules (choice)

Typical pattern:

  • Friday evening: Strategy game session (45-60 mins)
  • Sunday afternoon: Extended gameplay (90+ mins)
  • Weekday occasional: Shorter sessions as time allows

Average: 2-3 sessions weekly, 2.5 hours total

Comparison to pre-pandemic: <1 session monthly, <45 mins total

Habit formation successful—

Game-based learning became routine, not special occasion

Change 4: Home Learning Infrastructure

Parents invested in home education during lockdowns:

  • Dedicated learning space
  • Educational resource library
  • Organizational systems

Post-reopening: Maintained infrastructure

Quote:

"We created a home learning corner during lockdown—bookshelf, table, games, supplies. Schools reopened but we kept the space. It's now permanent feature. Game nights happen there naturally." — Bristol parent

Physical infrastructure sustains behavioral change

Change 5: Peer Networks

Lockdown created:

  • Online homeschool parent communities
  • Educational resource sharing groups
  • Game-based learning Facebook groups

These communities persist:

  • Smoothie Wars Family Group: 2,300 members (created March 2020, still active)
  • UK Game-Based Learning Parents: 8,700 members
  • Homeschool Gaming Network: 4,100 members

Social support structures maintain engagement

The Homeschool Surge

Related trend: Permanent increase in UK homeschooling

Department for Education data:

Academic YearHomeschooled ChildrenGrowth
2019-2064,000+6%
2020-21118,000 (lockdown)+84%
2021-2297,000 (schools reopen)-18%
2022-2389,000-8%
2023-2486,000-3%

Stabilized 34% above pre-pandemic levels

Many families discovered:

  • Home education worked well for their children
  • Game-based curricula were effective
  • Flexibility outweighed school benefits

These families are core market for educational games

Industry Response

Game publishers adapted:

Increased Educational Focus

Pre-pandemic game design:

  • Entertainment primary consideration
  • Educational value secondary (if present)

Post-pandemic design:

  • Educational alignment explicit
  • Curriculum mapping included
  • Teacher guides standard

Example: Smoothie Wars development Created 2021-2022 specifically in response to game-based learning demand identified during lockdowns

School-Family Hybrid Resources

New category emerged: Games designed for both school and home use

  • Classroom-scale (30 pupils)
  • Family-scale (2-4 players)
  • Same educational objectives
  • Differentiated packaging

Market innovation from demand

Parent Testimonials: Four Years Later

Emma, London (children aged 9, 12):

"Lockdown forced us to teach our children. We discovered games worked better than worksheets. Four years later, we still do Friday game-based learning. Maths scores improved 28%, children love it, family time strengthened. We'll never stop."

Michael, Manchester (children aged 11, 14):

"We bought Smoothie Wars March 2021 for lockdown homeschool. Played 200+ times since. My son learned more about business from that game than I learned in A-level Economics. Schools are back but we kept the games—they work."

Priya, Bristol (child aged 10):

"Lockdown taught me I could enhance my daughter's education beyond school provision. Game-based learning on weekends became our routine. School teaches foundation, games teach application. Combined approach produces better outcomes than either alone."

Conclusion: Permanent Transformation

Pandemic forced experiment in home-based education.

Millions of families discovered game-based learning effectiveness.

Schools reopened—but the learning continued.

Four years later:

  • £155M educational game market (vs £47M pre-pandemic)
  • 3.1M families using games regularly
  • 74% retention of pandemic-adopted habit
  • 86,000 children still homeschooled (34% above pre-pandemic)

This isn't returning to 2019—it's new equilibrium:

Parents + Schools + Games = Enhanced Education

Not replacing school, supplementing it.

Lockdown's educational legacy isn't remote learning technology—

It's parental agency, game-based learning adoption, and home education confidence.

That transformation is permanent.

And children are benefiting.


Pandemic Education Resources:

Further Reading:

Data Sources: Department for Education homeschool registration data, Educational Gaming Alliance market research, NPD Group retail sales tracking, Parent survey data from Game-Based Learning UK (n=1,800).