5 Reasons Video Games Should Be More Widely Used In School (2024)

5 Reasons Video Games Should Be More Widely Used In School (1)

In an effort to curtail how much time young people spend playing video games, China hasbanned students from playing them during the school weekand limits them to just one hour per day on Fridays, weekends and holidays.

The new rule took effect Sept. 1, 2021.

From my standpoint as a video game designer and scholar whospecializes in game-based learning, I don’t see a need to limit video game play among students during the school week. Instead, I see a need to expand it – and to do so during the regular school day.

Video games are one of the most popular mediums of our times. One estimate shows that by 2025,the global gaming market will amount to US$268.8 billion annually– significantly higher than the $178 billion it is in 2021.

The money spent on gaming does not just facilitate a virtual escape from the real world. Scholars such as James Paul Gee, a longtime literacy professor, have repeatedly shown thatvideo games can be used to facilitate learningin the K-12 classroom. Education writerGreg Toppo* reached the same conclusion in hiscritically acclaimedbook, “The Game Believes in You: How Digital Play Can Make Our Kids Smarter.”

5 Reasons Video Games Should Be More Widely Used In School (2)

A long history

The use of video games in the classroom is nothing new. Many people who went to school in the 1970s through the 1990s may recall the iconic video gameThe Oregon Trail, which made its debut in a classroom in 1971.

In the game, players lead a group of settlers across the Midwest following in thefootsteps of Lewis and Clark. The game came just before the video game industrywas establishedwith the 1972 release of the video gamePong, an electronic version of table tennis.

Even though educational video games have been used in classrooms for 50 years – and despite the fact that research showseducational games can be effective– they arenot that commonin classrooms today.

Many educational games have been released since the days of The Oregon Trail. Some of the most popular are:Where in the World Is Carmen Sandiego?, Math Blaster!,Zoombinis,iCivics,DragonBox AlgebraandHistory Maker VR. Most games are for pre-K to elementary school students.

Here are five reasons why I think video games should be used in every classroom.

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1. Video games can help students stay in STEM

In 2020, the President’s Council of Advisors on Science and Technology found that the nation needs tocreate the STEM workforce of the future. One of the reasons students drop or switch out of science, technology, engineering and math programs is because of the difficulty of introductory courses such ascalculus.

The University of Oklahoma has developed acalculus gamethat can help students succeed in calculus. Research has shown student mastery of calculusincreases when using a purposeful designed learning game, such asVariant: Limits– another calculus game that was developed at Texas A&M University.

2. They provide experiential learning

Teaching students 21st-century skills, such as creative problem solving, isimportant for the future workforce, according to the Organization for Economic Co-operation and Development. Games such asDragonBox Algebra, where students solve math problems in a fantasy environment, can help students master skills such ascritical thinking*.

In games such asCivilization, players can be a civic leader and direct the prosperity of nations. InARTé: Mecenas, learners can become members of theMedici familyand become patrons of the arts and successful bankers. Students learn through doing and cangain skills and knowledgethrough experiential learning that might not be gained in traditional classrooms.

3. Players learn from failure

Games are a natural way to allow students to fail in a safe way,learn from failuresand try again until they succeed.

Some games, likeBurnout Paradise* make failure fun. In the game, players can crash their cars – and the more spectacular the crash, the higher the points. This allows players to essentially learn from their mistakes, correct them and try again.

The late video game theorist and authorJesper Juulwrote in his book, “The Art of Failure,” that losing in video games is part of what makes games so engaging. Failing in a game makes the player feel inadequate, yet the player can immediately redeem themselves and improve their skills.

4. Students stay engaged in content

The average time a student spends learning in a classroom is only60% of the allocated class time. Extending the school day to give students more time for learning has been shown to beonly marginally effective. A more effective way tomaximize time for learning* is through engaged time on task. When students are interested and care about a topic and it is relevant, they are curious and engaged. This provides a much better learning experience.

In the classroom, teachers can engage students. But when it comes to homework, educators have to rely on other ways to motivate students. One way is through games. Educational gamescan be designed to improve motivation and engagement, providing students with more engaged time on task.

5. Games make complex knowledge fun

Educational theories state that students cannot be given knowledge; they construct knowledge in their own minds. Learners build on previously learned concepts to construct higher-level and more complex knowledge tomake it their own.

Theperiodic table of elementsis challenging to learn and remember for many students. However, learning a complexthree-dimensional matrixwith 27,624 values is easily accomplished by middle school students playing the popular video gamePokémon. The essence of the game is figuring out how to combine the 17 different types of attack when battling other Pokémon. Each Pokémon has one or two types of attacks they can use. Players do not learn the different possible combinations by studying a large table with 27,624 entries, but by playing the game. Through playing the game, students gradually construct deeper knowledge of the game anddevelop core skills, such as literacy, how to compete with grace and sportsmanship, and abstract thinking.

Pokémon was not developed as an educational game, but its design principles – and those of other popular video games – could easily be used to design video games for classrooms that enhance their educational experience.

* This link is no longer active and has been removed.

5 Reasons Video Games Should Be More Widely Used In School (2024)

FAQs

5 Reasons Video Games Should Be More Widely Used In School? ›

Many parents distrust video consoles and don't want them in the house because they are afraid that they will damage their children's performance at school. However, the benefits of videogames include improved powers of concentration, creativity, memory, languages and teamwork.

How video games help you in school? ›

Many parents distrust video consoles and don't want them in the house because they are afraid that they will damage their children's performance at school. However, the benefits of videogames include improved powers of concentration, creativity, memory, languages and teamwork.

Should video games be played in school? ›

There are a variety of educational video games available to help students study core concepts and develop problem-solving skills, and teachers can use popular video games as a window into what students care about, building on their interests to create bridges to history, STEM, literature, and more.

What are 10 ways video games are good for you? ›

Basic games might support your youngster's attitude, energize unwinding, and decrease stress. By fostering their capacity to deal with disillusionment in computer games, children can likewise foster profound strength. Video gaming works on our ability to envision space as well as in general spatial comprehension.

Are video games important for students? ›

The content of certain video games can encourage kids to read and research. For example, video games such as Age of Mythology, Civilization, and Age of Empires may spark a child's interest in world history, geography, ancient cultures, and international relations, especially if parents are alert to opportunities.

Do games help students learn? ›

Educational games in the classroom can bring high levels of engagement to students during the learning process. When students engage in a game, their motivation increases, leading to better participation and the ability to form connections and positive memories of learning.

Are video games good or bad for students? ›

Studies show playing video games can contribute to poor sleep and impact attention, academic performance, mood, and wellbeing. Exposure to violent video games can contribute to aggressive behaviors in kids. Playing video games for long periods of time has also been linked with developing obesity.

Should a 14 year old play video games? ›

For children and younger adolescents, and even for older adolescents under the age of 18, you as a parent should have the bulk of the say in determining appropriate limits to gaming. Having clear and consistent guidelines related to video games prevents excessive playing.

Should a 11 year old play video games? ›

Recommended Playtime: 1 to 2 hours per day

Similar to 10-year-olds, 11-year-olds can handle slightly longer gaming sessions. However, it's crucial to monitor content and ensure games are age-appropriate.

Do video games have positive effects? ›

Video games can have mental health benefits.

Studies have shown that some video games can boost mood and make for better heart rhythms—a sign that they may also help relieve stress.

Are video games healthy? ›

Benefits of Video Games

The combination of concentration and neurotransmitter surges when playing games helps to strengthen neural circuits, giving the brain a real workout. Video games can improve mental skills, such as: Problem solving and logic. Hand-eye coordination, spatial skills and fine motor coordination.

Can gaming improve mental health? ›

Gaming, when used positively, can be a really helpful way to look after your mental health. This is because it can give us a space to unwind, relax and take time out from the pressures of daily life – just like reading can, or going for a walk.

Do games affect students? ›

Risks of Gaming on Educational Outcomes

Excessive gaming can lead to sleep deprivation, decreased social interaction, and increased risk of academic failure. It's essential to keep an eye on these potential negative effects of gaming. Always remember, your education should take precedence over gaming.

Can a 2 year old play video games? ›

Warren Buckleitner, editor of Children's Technology Review, says it can make sense to introduce a child to digital media at 2 1/2, although some kids aren't ready until they're older.

How long should a 14 year old play video games per day? ›

The American Academy of Pediatrics recommends no more than two hours per day of screen-based entertainment. Parents should create a "media plan" that dictates what hours a child can enjoy video games without affecting behavior and homework, Radesky says.

Why do video games help us? ›

The combination of concentration and neurotransmitter surges when playing games helps to strengthen neural circuits, giving the brain a real workout. Video games can improve mental skills, such as: Problem solving and logic. Hand-eye coordination, spatial skills and fine motor coordination.

How do video games improve problem-solving skills? ›

Games often give players immediate feedback on their actions, allowing them to assess the consequences of their decisions quickly. This feedback loop helps players understand cause-and-effect relationships, learn from their mistakes, and adjust their problem-solving strategies accordingly.

How do video games improve decision making skills? ›

“According to research, playing digital games can enhance critical thinking, decision-making, spatial reasoning, and problem-solving skills. This is because gaming requires the brain to process large amounts of information, react quickly, and make strategic decisions, all of which can translate to real-world skills.”

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