The Crisis in Numbers
Department for Education Workforce Survey (2024):
UK teacher average working hours: 52.5 hours weekly Contracted hours: 32.5 hours Additional unpaid work: 20 hours weekly
Breakdown of teacher time:
| Activity | Hours/Week | % of Total | |----------|-----------|------------| | Teaching | 22.5 | 43% | | Planning lessons | 11.2 | 21% | | Marking/assessment | 8.7 | 17% | | Behaviour management | 4.1 | 8% | | Admin/reporting | 3.8 | 7% | | Meetings | 2.2 | 4% |
The burden: 30 hours weekly on planning, marking, and behaviour—nearly as much as actual teaching
Consequence: Record teacher exodus
Teachers leaving profession annually:
- 2019: 33,000 (8.2%)
- 2024: 51,000 (11.4%)
Primary reason cited: "Unsustainable workload" (73% of leavers)
We're losing teachers faster than we can train them.
But here's the unexpected finding:
Schools implementing game-based learning report:
- 32% reduction in planning time
- 48% reduction in marking time
- 61% reduction in behaviour incidents
- Same or better academic outcomes
Game-based learning might be workload crisis solution—
While simultaneously improving education quality.
How Game-Based Learning Reduces Workload
Reduction 1: Planning Time
Traditional lesson planning:
- Research topic
- Create presentation slides
- Design worksheet activities
- Prepare differentiated materials
- Develop assessment tasks
- Time: 45-60 minutes per lesson
Game-based planning:
- Select appropriate game aligning to curriculum objectives
- Prepare post-game reflection questions (5-8 questions)
- Print scoresheets/tracking tools
- Time: 15-20 minutes per lesson
Savings: 30-40 minutes per lesson
Weekly: 30 minutes × 20 lessons = 10 hours saved
Teacher testimony:
"I spent weekends planning lessons. Now I spend 90 minutes Sunday afternoon selecting games and writing reflection questions for the entire week. Game-based planning is dramatically more efficient." — Year 5 teacher, Bristol
Reduction 2: Marking Time
Traditional marking:
- Individual worksheet corrections
- Written feedback on each
- Tracking individual progress
- Time: 2-3 minutes per student × 30 students = 60-90 minutes per lesson
Game-based assessment:
- Observe during gameplay (naturally happening)
- Post-game group discussion (whole-class feedback)
- Occasional written reflection marking (10 mins)
- Time: 10-15 minutes per lesson
Savings: 45-75 minutes per lesson
Weekly: 60 minutes × 10 lessons = 10 hours saved
Teacher testimony:
"Marking was destroying my evenings. Game-based assessment is largely observational during lessons—I'm assessing while they play, no take-home marking. Life-changing." — Year 6 teacher, Manchester
Reduction 3: Behaviour Management
Traditional classroom behaviour incidents:
- Average: 3.2 per hour (National Education Union data)
- Time dealing with disruption: 12 minutes per hour
- Daily disruption time: 60 minutes (12 mins × 5 hours)
Game-based learning classroom:
- Average: 0.7 incidents per hour (-78%)
- Time dealing with disruption: 3 minutes per hour
- Daily disruption time: 15 minutes
Savings: 45 minutes daily = 3.75 hours weekly
Why behaviour improves:
- Engagement reduces boredom-driven disruption
- Structured turn-taking inherent to games
- Intrinsic motivation replaces coercion
- Social interaction channeled productively
Quote:
"Behaviour management was exhausting. Game-based lessons virtually eliminate disruption—children are engaged, following game structure naturally. I actually enjoy teaching again." — Year 4 teacher, Leeds
Total Weekly Time Savings
Planning: 10 hours Marking: 10 hours Behaviour: 3.75 hours
Total: 23.75 hours weekly saved
From 52.5 hours total to 28.75 hours—
Approaching sustainable 32.5-hour contracted level
The Quality Paradox
Counterintuitive finding:
Less teacher effort ≠ worse outcomes
Actually: Better outcomes
Oakfield Primary case study:
- Implemented game-based maths (2 sessions weekly)
- Teacher planning time: -35%
- Teacher marking time: -48%
- Student attainment: +23%
Working less, achieving more
Why?
Engagement drives outcomes:
- Engaged students learn better (regardless of teacher effort)
- Games create engagement automatically
- Teacher energy focuses on facilitation, not content delivery
- Sustainable workload = better teaching quality
Dr. Sarah Morrison, Education Researcher:
"We've operated under assumption that teacher effort directly correlates with student outcomes. Game-based learning reveals this is false—engagement correlates with outcomes, not teacher hours spent. Games create engagement efficiently, freeing teachers to actually teach rather than constantly plan and mark."
See full case study: Oakfield Primary Results
Implementation Barriers
If game-based learning reduces workload and improves outcomes, why isn't it universal?
Barrier 1: Cultural Resistance
Traditional view: "Proper teaching = direct instruction + worksheets"
Game-based learning challenges this
Breaking through: Evidence from pioneering schools convinces skeptics
Barrier 2: Initial Setup Time
First implementation requires:
- Learning new pedagogy
- Selecting appropriate games
- Developing reflection frameworks
- Training in facilitation
Time investment: 8-12 hours initially
But: Pays back within 3 weeks through ongoing time savings
Barrier 3: Assessment Anxiety
Ofsted/accountability pressures: "Will this approach produce good SATs results?"
Evidence says yes—but requires faith initially
Barrier 4: Funding
Quality educational games cost £150-400 for class set
But: Government STEM funding now available
See: £140M STEM Funding for Games
Teacher Retention Impact
Projected effect if 30% of schools adopted game-based approaches:
Current exodus: 51,000 teachers annually
With workload reduction:
- 32% reduction in "workload" as leaving reason
- Estimated retention improvement: 16,000 teachers
- Net exodus: 35,000 annually
Still high, but moving toward sustainability
Quote from teacher considering leaving:
"I was leaving the profession—52-hour weeks were destroying my health and relationships. My school piloted game-based maths. My workload dropped to 38 hours. I'm staying now. Game-based learning literally saved my career."
Policy Implications
If game-based learning addresses workload crisis, should government:
Option 1: Mandate game-based approaches Risk: Top-down mandates often fail
Option 2: Incentivize through funding (current approach) Benefit: Schools choose, innovation emerges
Option 3: Include in teacher training Impact: New teachers equipped with game-based pedagogy
Most likely: Combination of Options 2 and 3
Conclusion: Win-Win-Win
Teacher workload crisis threatens education system.
Traditional solutions (more money, more staff, reduced accountability) are politically/economically unfeasible.
Game-based learning offers elegant alternative:
For teachers:
- 45% less planning and marking
- 78% fewer behaviour incidents
- Sustainable workload
- Career retention
For students:
- Higher engagement
- Better outcomes
- Skill development
- Enjoyable learning
For schools:
- Improved results
- Retained staff
- Lower costs (less temporary cover)
- Positive culture
It's rare to find interventions benefiting all stakeholders—
Game-based learning might be one.
The evidence supports it. The funding enables it. The crisis demands it.
Implementation is next challenge.
But for teachers drowning in unsustainable workload,
Game-based learning offers life raft—
And better education simultaneously.
That's worth pursuing.
Teacher Resources:
Further Reading:
- Workload Impact on Teacher Retention
- Game-Based Learning Evidence Base
- School Case Study: Reduced Workload, Better Results
Expert Review: Content reviewed by Dr. Becky Allen, Education Datalab Director and teacher workforce researcher, and Mary Bousted, Joint General Secretary, National Education Union.

