Primary school classroom with students engaged in educational board game
Academy

The Case for Funding Game-Based Learning in UK Schools

Game-based learning has a growing evidence base and a growing number of teachers already using it informally. Here's the honest case for schools and policymakers investing in it properly—without pretending a specific funding scheme already exists.

6 min read
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TL;DR

There is no dedicated, standalone UK government fund specifically for game-based learning resources at the time of writing—if you've heard otherwise, check the Department for Education's own announcements before relying on it. What does exist is a genuine, growing case for one: informal teacher adoption of games is widespread, the broader evidence base for structured play-based learning is encouraging, and general school budgets can already be used to buy educational games today. This piece sets out that case honestly, and what schools can do in the meantime.


Game-based learning has quietly become normal in a lot of UK classrooms. Teachers use board games, card games, and simulations to teach everything from ratio and proportion to negotiation and financial literacy—often on their own initiative, funded out of general resource budgets rather than any dedicated scheme.

What doesn't yet exist, as far as we can establish, is a specific, ring-fenced government fund earmarked for "game-based learning" as its own category. That's worth being upfront about, because it's easy for enthusiasm about a good idea to get reported as if it were already policy. This piece is about the honest case for that kind of investment, not a report on funding that has been announced.

Why Game-Based Learning Deserves Serious Investment

Several genuine pressures point the same direction:

1. Learning Recovery Pressures

Many schools continue to grapple with the aftermath of pandemic-era disruption to learning, and traditional interventions (tutoring, extended hours) don't work for every pupil or every budget. Games offer an alternative engagement pathway worth taking seriously alongside, not instead of, established approaches.

2. Skills Gap Concerns

Employers and business groups have long called for more "practical education"—financial literacy, strategic thinking, collaboration—the kind of skills that well-designed games develop naturally as a side effect of play, rather than through a separate bolted-on module.

3. A Genuine, If Mixed, Evidence Base

Organisations like the Education Endowment Foundation have published broader guidance on play-based learning and on metacognition and self-regulated learning (the kind of reflective thinking a good post-game debrief naturally encourages), generally finding these approaches can be effective and relatively low-cost. The evidence specifically isolating "board games" as a category is thinner and more mixed than headlines sometimes suggest, so it's worth reading any specific statistic you encounter with a critical eye and tracing it back to source before repeating it.

4. Widespread Informal Teacher Adoption

Anecdotally—based on conversations with teachers rather than a specific cited survey—informal use of games in UK primary classrooms is already common, often funded by teachers themselves or from general resource budgets rather than any specific scheme. That grassroots demand is real, even without a single named study to point to.

What a Well-Designed Fund Could Look Like

If policymakers did want to build a dedicated fund for this, the ingredients of a well-designed one are fairly predictable from how similar education funding schemes tend to work:

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Sensible eligible expenditure would likely include:

  • Purchase of educational board games with a clear curriculum link
  • Teacher training in game-based pedagogy
  • Curriculum integration support and lesson-planning resources
  • After-school gaming programmes

Sensible exclusions:

  • General entertainment games without educational merit
  • Costs unrelated to the stated purpose (staffing, administration)

A tiered structure—smaller grants for smaller primary schools, larger grants with an impact plan requirement for bigger secondaries—is roughly how comparable resource funds in English education tend to be structured, and would be a sensible starting point for any future scheme. Any specific figures beyond that would be speculation, so we haven't included them here.

What Schools Can Do Right Now, Without Waiting for a Scheme

The good news is that schools don't need a dedicated fund to start. Most game-based learning purchases already fall within existing, general resource or enrichment budgets.

Step 1: Audit Current Practice

What games are already used informally? What's working? Documenting this is useful both for internal planning and for building a case to school leadership—or to a future funding body, if a scheme is ever introduced.

Step 2: Identify Gaps

Where could games meaningfully enhance learning? Look for specific curriculum areas, engagement challenges, or skill-development needs rather than buying games generically.

Step 3: Build Staff Capacity

Identify teachers willing to champion game-based approaches, and consider some internal training or peer observation before committing to a bigger purchase.

Step 4: Engage Parents

Be proactive about explaining the reasoning behind game-based sessions. Parents are generally supportive once they understand the learning objective behind the play.

Step 5: Make the Case Internally

Gather whatever pupil outcome evidence you can—even informal, qualitative observations—to support a request for a slightly larger resource budget from school leadership.

Frequently Asked Questions

Is there a specific government fund for game-based learning right now?

Not that we've been able to verify. If a scheme has since been announced, check the Department for Education's official channels directly rather than relying on secondhand reporting (including this article, if it's out of date by the time you're reading it).

Can schools use existing budgets to buy educational games?

Yes. Most schools already have discretion to spend general resource, curriculum, or enrichment budgets on educational board games without needing a dedicated scheme—this is happening informally in many classrooms already.

What about digital games?

Digital and physical educational games are usually funded quite differently, since digital resources often sit within broader edtech or device budgets rather than physical resource budgets.

How strong is the evidence for game-based learning?

Encouraging but mixed, and stronger for some outcomes (engagement, some maths and reasoning gains) than others. Be wary of any single, precise-sounding statistic quoted without a traceable source—including on this site.


The underlying case here doesn't depend on a specific funding announcement: games that are well-integrated into teaching are a genuinely useful tool, and the evidence for that is real even without a headline number attached to it. Schools don't need to wait for a dedicated scheme to start building the case locally—and if a proper fund is ever introduced, schools that have already been doing this thoughtfully will be best placed to benefit from it.


Want to see game-based learning in action? Our classroom teacher's guide provides everything needed to integrate Smoothie Wars into your curriculum.