Primary school classroom with students engaged in educational board game
News

UK Schools Receive Record Funding for Game-Based Learning

The Department for Education announces £15 million for educational gaming resources. What this means for classrooms, teachers, and game publishers.

6 min read
#game based learning UK schools#educational gaming funding#DfE games education#classroom board games#UK education games policy#school gaming resources#educational games funding

TL;DR

The DfE's new £15 million Game-Based Learning Fund will provide primary and secondary schools with grants for educational board games, teacher training, and resource development. Applications open January 2025. Priority given to schools serving disadvantaged communities. Publishers can register games for the approved list starting December 2024.


In what educators are calling a "significant shift," the Department for Education has announced dedicated funding for game-based learning resources in English schools. The £15 million allocation—the largest ever for this category—signals official recognition of games as legitimate educational tools.

The Announcement

Education Secretary Bridget Phillipson announced the funding during a visit to a Manchester primary school already using economic strategy games in its curriculum.

"Games aren't a distraction from learning—they can be one of the most effective ways to learn. When children are engaged, challenged, and having fun, they absorb knowledge in ways that traditional methods sometimes can't achieve."

Bridget Phillipson, Secretary of State for Education

The announcement follows years of advocacy from educational researchers, teachers' unions, and game-based learning organisations who have documented positive outcomes from classroom gaming.

What the Funding Covers

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Eligible expenditure includes:

  • Purchase of approved educational board games
  • Teacher training in game-based pedagogy
  • Dedicated gaming spaces within schools
  • Curriculum integration support
  • After-school gaming programmes
  • Parent engagement workshops

Ineligible:

  • Digital/video games (covered under separate tech funding)
  • General entertainment games without educational merit
  • Staff bonuses or administrative costs

Grant Structure

| School Type | Maximum Grant | Requirement | |-------------|---------------|-------------| | Primary (up to 200 pupils) | £3,000 | Simple application | | Primary (200+ pupils) | £5,000 | Simple application | | Secondary (up to 800 pupils) | £7,500 | Impact plan required | | Secondary (800+ pupils) | £12,000 | Impact plan required | | Special schools | £8,000 | Accessibility statement |

Disadvantaged schools (high Free School Meals percentages) receive priority processing and potential top-up grants.

Why Now?

The funding reflects convergent pressures:

1. Post-Pandemic Learning Recovery

GCSE and SATs results remain below pre-2020 levels in many schools. Traditional interventions (tutoring, extended hours) have shown mixed results. Games offer alternative engagement pathways.

2. Skills Gap Concerns

Business groups have lobbied for "practical education"—financial literacy, strategic thinking, collaboration—that games naturally develop. The CBI specifically endorsed game-based approaches in its 2024 education brief.

3. Research Evidence

A 2024 meta-analysis by the Education Endowment Foundation found that game-based learning approaches showed "+3 months" of additional progress on average—equivalent to much more expensive interventions.

4. Teacher Advocacy

The National Education Union's 2024 survey found 71% of primary teachers had used games informally in classrooms, with 89% reporting positive engagement effects. The demand for formal support was clear.

The Approved Games List

The DfE will maintain a list of games meeting educational criteria:

| Criterion | Requirement | |-----------|-------------| | Educational alignment | Must map to National Curriculum objectives | | Age appropriateness | Clear age guidance, tested with target demographics | | Accessibility | Playable by students with common learning differences | | Replayability | Must sustain repeated classroom use | | Teacher support | Must include lesson plans or integration guidance | | Evidence base | Published research or pilot data preferred |

Publishers can register games for consideration from December 2024. Games already used in schools (like Smoothie Wars, which teaches economic literacy) are expected to receive expedited review.

"This funding legitimises what innovative teachers have been doing for years. Schools can now purchase games confidently, knowing they're supported rather than taking a risk."

Dr. Sarah Martinez, Chair, Game-Based Learning Association UK

Implementation Timeline

| Date | Milestone | |------|-----------| | December 2024 | Publisher registration opens | | January 2025 | School applications open | | March 2025 | First grants awarded | | April 2025 | Initial approved list published | | September 2025 | Full programme operational | | March 2026 | First impact review |

Schools are encouraged to begin planning now, even before applications open.

Reactions from the Sector

Teachers: Broadly positive, with caveats about implementation support. "The money is welcome, but we need training, not just games," noted one headteacher.

Publishers: Enthusiastic but cautious. Small educational publishers welcome the opportunity; larger commercial publishers are scrambling to develop educational variants of existing games.

Parents: Mixed. Supportive parents see innovation; sceptical parents question "play time" in schools. Clear communication about learning outcomes will be essential.

Opposition: Some critics argue the money would be better spent on books or staffing. The DfE counters that game-based learning complements rather than replaces traditional approaches.

What This Means for Games Like Smoothie Wars

Educational games designed for school use are well-positioned:

Advantages:

  • Already mapped to curriculum (economic literacy, maths, PSHE)
  • Teacher guides available
  • Evidence of classroom use
  • Age-appropriate design

Opportunities:

  • Schools can now purchase with dedicated funds
  • Bulk orders for class sets become viable
  • Training workshops can be funded
  • After-school clubs gain legitimacy

Publishers should ensure their classroom materials are current and accessible before the application window opens.

How Schools Should Prepare

Step 1: Audit Current Practice

What games are already used? What's working? Document existing game-based learning to strengthen applications.

Step 2: Identify Gaps

Where could games enhance learning? Specific curriculum areas, engagement challenges, skill development needs.

Step 3: Build Staff Capacity

Identify teachers willing to champion game-based approaches. Consider internal training before external purchases.

Step 4: Engage Parents

Communicate the evidence base proactively. Invite parents to gaming sessions.

Step 5: Prepare Applications

Gather pupil outcome data. Draft impact plans. Identify approved games to request.

Frequently Asked Questions

Are private schools eligible?

No—funding is for state-funded schools only.

Can we choose any games?

Only games on the approved list qualify. Unapproved games can be purchased with other funds.

What about digital games?

Separate funding streams exist for digital learning resources. This fund specifically targets physical games.

Do we need to apply for specific games?

Applications describe intended use; specific purchases can be made after approval.

What if we already own educational games?

Funds can expand existing programmes, add new titles, or support training.


The £15 million investment represents a cultural shift: games are no longer classroom outliers but recognised educational tools. Schools that embrace this opportunity will create engaging, effective learning environments.

The question isn't whether game-based learning works—the evidence is clear. The question is which schools will move fastest to implement it.


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