A Brief History Of Video Games In Education (2024)

While there has been a surge in the acceptance and prevalence of game-based learning in schools over the past decade, especially in light of the success of programs like Khan Academy, playing games in the classroom is nothing new. Educational games have been a commonplace part of the K-12 experience since the beginning of the 1980s (and in some places well before that), with early titles introducing students to fundamental math, history, and problem solving concepts just as games do today. While the graphics may not have been great, the games helped to engage a generation of kids with technology and laid a solid foundation for the educational games that were to come.

Things have changed a lot since then, but one thing has remained the same: the best educational games aren’t just tools for teaching. They show kids that education can be fun and instill a love of learning that will carry on throughout their lives. Here we highlight a few of those amazing early educational games. Some are still played today, others helped to inspire later educational games, but all still bring up fond memories in the students who used them to learn and play.

  1. Logo Programming(1967)Logo is perhaps a strange inclusion on a list full of games, as it is actually a programming language, but its early application in education and use as a fun way to teach programming and mathematical concepts earn it a solid place on any list of foundational computer programs in education. Students will primarily remember Logo through its use of a turtle-shaped icon, which could be moved and altered. Through inputting commands, essentially very basic programming codes, students could use the turtle to draw geometric shapes, from circles to stars to spirals. While Logo’s use peaked during the mid-1980s, it was nonetheless pivotal in the development of educational programs, teaching a generation of kids that programming wasn’t only accessible, it could also be fun.
  2. Lemonade Stand(1979)Created in 1973 and brought to the Apple II platform in 1979,Lemonade Standis one of the oldest and most popular educational games of all time. Gameplay is deceptively simple: players run a lemonade stand, choosing the amount of ingredients to buy, how to advertise, and what to price lemonade. All of these choices, as well as uncontrollable factors like weather, play into how much profit the lemonade stand turns. Despite a basic premise, the game was actually teaching players complex lessons about business and economics and was one of the earliest to use a gaming platform to do so.Lemonade Stand, and others early economics-based games likeM.U.L.E., would inspire a large number of future games includingLemonade Empire,Lemonade Tycoon,Hot Dog Stand, and even the school-inappropriate-but-still-educationalDope Warsto name a few.
  3. Snooper Troops(1982)Snooper Troopswas one of several popular and successful educational titles released by Spinnaker Software (others includedFaceMaker,Kidwriter, andThe Story Machine) in the early 1980s and is comprised of two episodes:The Case of the Granite Point GhostandThe Case of the Disappearing Dolphin. Players comb the streets looking for clues, question witnesses, investigate homes while occupants are away, and use the SnoopNet computers to solve crimes. The games are fun, interesting, and boost problem solving and creative thinking skills while teaching kids how to take notes, organize information, and expand their knowledge about police work. While the series would be short-lived, the problem-solving gameplay geared towards kids would inspire many later games.
  4. Oregon Trail(1985)There is perhaps no more widely played or fondly remembered educational game thanOregon Trail. Originally developed for students in Minnesota during the mid-1970s, the game didn’t hit the wider market until 1985 when it was released on the Apple II. It was an instant success and has been re-released, modified, spun-off, and updated many times since then. Gameplay itself is fairly simple, asking players to successfully lead a family of settlers along the Oregon Trail, battling swollen rivers, broken axles, and the dreaded dysentery along the way. The early graphics were pretty rudimentary, but the game was among the first to show just how engaging a game with an educational context could be (the addition of a shooting element didn’t really hurt, either).
  5. Where in the World Is Carmen Sandiego?(1985)Game developer Gary Carlston, a founder of Broderbund, wanted to make geography fun for learners, so he spearheaded this early educational project. To say it was successful would be an understatement, as it spawned numerous sequels (players could track Carmen through the U.S., Europe, and even time) and a game show in the early 1990s. Play involved chasing down a master thief, the eponymous Carmen Sandiego, around the world and answering geography questions correctly in order to retrieve objects and foil her plans. Its success was not only in its popularity: it also proved that games were the ideal medium for making just about any educational topic, even those that didn’t usually get kids excited about, fun and engaging.
  6. Odell Lake(1986)Odell Lakewas an early simulation game that challenged players to take on the identity of one of six species of fish living in Odell Lake, a real lake in Oregon. The object? Keep your fish alive by avoiding predators, eating food, and exploring the lake. Smart choices would earn you points, poor ones would take them away or end the game. MECC, the developer also responsible forOregon Trail, would later releaseOdell Down Under, which expanded the concept to the Great Barrier Reef. Teaching kids about ecosystems and wildlife,Odell Lakewas one of the first science-focused educational games on the market.
  7. Reader Rabbit(1986)Reader Rabbitis among the most influential and successful educational games of all time. Beginning with the release of the originalReader Rabbitin 1986, the game has taught scores of toddlers and young students how to read and spell through simple but fun mini-games. Over the years, The Learning Company has added many more titles to theReader Rabbitseries (branching out to math and higher grade levels), which continue to be popular educational titles in homes and schools today.Reader Rabbitwas one of the first educational gaming brands to become a household name and with a new title for the Nintendo Wii announced in 2011, it remains a powerful force in the edutainment market today.
  8. Number Munchers(1987)As it turns out, munching numbers is a whole lot more fun that just doing problems out of a math book, even if the educational outcome is the same. In this popular game, students must “munch” all of the numbers that fit into a specific category. A correct answer yields a fun cut-screen. An incorrect one means getting eaten by a monster (called Troggles in the game). Popular during the 1980s and ’90s, the game was another major success for the Minnesota Educational Computing Consortium and would later evolve intoMath Munchersin the mid-’90s, a title that’s still available today.Number Muncherswas among the first to transform basic math problem solving into something students actually look forward to doing, a hallmark of many educational games today.
  9. Math Blaster(1987)Just as munching added a fun element to math lessons, so did blasting. In fact, this popular concept yielded numerous later iterations, allowing students to blast everything from algebra to reading. LikeNumber Munchers, Math Blasterhelped turn boring math exercises into something students could look forward to, helping change the educational gaming scene for the better. TheBlasterseries of games was incredibly successful and it’s easy to find variations on the theme today that cover a wide range of topics and grade levels.
  10. GeoSafari(1987)Unlike other titles on this list, GeoSafari isn’t a video game but a standalone system for educational gaming. The system consisted of laminated cards with varying themes like history, zoology, astronomy, math, and geology and a machine into which they were loaded. Students answered questions on the card by matching up the correct answer. Variations of the system existed through the 1990s and the system was quite successful despite the high price tag. While GeoSafari is no longer made, it inspired a number of educational toys that are similar in nature, though considerably more advanced, like theLeapFrog system.
  11. SimCity(1989)SimCitywas the brainchild of legendary game designer Will Wright and was the first of many successful games to be released by the Maxis software company. Players take on the role of the mayor of an imaginary city (or a real one), managing the day-to-day affairs of planning, spending, and allocating resources. Natural disasters, revolting citizens, and unexpected obstacles kept the game challenging, helping players build serious problem solving skills in the process. The recipient of numerous awards,SimCityproved that games didn’t need to be winnable to be both fun and educational. Today, there are dozens of Sim titles that players can choose from and countless games inspired by the open-ended gameplay pioneered by the game.
  12. Scholastic’sMicrozineSeries(1990)It’s hard to find information about Schoolastic’s early education seriesMicrozine, but many will remember playing the games that it produced.Microzinewas an innovative product in the educational gaming world, as it was a subscription service. Five times a year, subscribers would get four educational programs and a printed manual with ideas on how to use those programs to teach selected topics. At the time, there was nothing like it on the market, and it produced numerous educational titles, including memorable games likeMyths of Olympus,Escape from Antcatraz,Quest for the Pole, andSafari. There would eventually be over40 issuesofMicrozine, providing an amazing number of early educational titles to schools and young learners all over the nation.
  13. Treasure Mountain!(1990)Treasure Mountain!is part of The Learning Company’s incredibly successfulSuper Solversseries. Gameplay is pretty simple, as players climb a mountain, answering riddles, finding clues, and collecting treasures along the way. Puzzles focus on reading, critical thinking, and math. While somewhat repetitive, the game is incredibly addictive. The structure ofTreasure Mountain!is very similar to a number of educational games and platforms today, which reward students with different levels and encourage them to collect items to advance.
  14. Gizmos & Gadgets(1993)Another greatSuper Solverstitle isGizmos & Gadgets.Using simple machines, magnets, basic electronics, and energy sources, the game deftly introduces students to fundamental concepts in physics. Players must build machines that will enable them to win races in three categories: automotive, alternative energy, and aircraft. Yet to get the parts to build these machines players must use physics and science knowledge to navigate obstacles and open doors.Gizmos & Gadgetsis an outstanding educational title because it’s so entertaining and maintains such a video-game like feel that kids likely won’t even notice they’re learning, too.
  15. LOOM(1990)One of the earliest games released by iconic game developer LucasFilm Games (now known as LucasArts),LOOMwasn’t necessarily intended to be an educational game. Yet the problem solving and musical memorization skills used to navigate the game’s protagonist Bobbin Threadbare through the fantasy world he inhabits certainly didn’t hurt developing minds to exercise. The game also boasts a rich, young adult literature-worthy plot, including a 30 minute audio drama that draws on Greek mythology to set up the game.LOOMand the many high-quality adventure games from LucasArts that would follow would set the bar for puzzle games, many of which still challenge young gamers today.
  16. Lemmings(1991)Lemmingsis another seminal title that wasn’t really intended to be educational but is actually a great tool for teaching kids about planning, problem solving, and creative thinking. The first version of the now famous game was released in 1991, becoming an instant success and one of the best selling computer games of its time. To advance, players must successfully guide a group of lemmings through a danger-filled setting using selected skills that alter the landscape. It isn’t always easy, and the challenge often keeps players trying for hours to get it right. While the original came out more than 20 years ago, versions of the game were released as recently as 2010.
  17. The Amazon Trail(1993)With the success of theOregon Trailcame a number of other spin-off “trail” based games, but among the best wasThe Amazon Trail. To play, students would choose a guide and then venture down the Amazon in a boat. To make it more challenging, players had to actually steer the boat, fish for food, photograph wildlife, and complete other tasks along the way. As a result, it’s significantly more difficult than its predecessor but also offers a much more in-depth exploration of the culture, history, and wildlife of the time thanOregon Trail.
  18. Museum Madness(1994)Players navigate throughMuseum Madnessas a high school student who is trying to save the museum from a computer virus that’s causing the displays to come to life. As they visit each exhibit, players learn new facts and information about a wide range of educational topics, including history, geology, evolution, space, and technology. They then have to use that information to solve problems and, hopefully, save the museum. The game draws inspiration from Milan Trenc’s famous bookThe Night at the Museum, blending literature with innovative gameplay and education.
  19. Ready Robot Club(1994)Following in the footsteps of Schoolastic,Ready Robotwas a monthly subscription service. Each month, lucky kids would get a disk loaded with fun games and educational content. Digital music, memory games, science experiments, space updates, math exercises, and information about historical figures would accompany each issue. The service only lasted one year, butReady Robotwas an early precursor for many of the educational websites that exist today, offering new games and content on a regular basis.
  20. Storybook Weaver(1994)What kid hasn’t wanted to write his or her own book at some point? This game allowed students to do just that. Combining clip art and a text editor, youngsters could “weave” their own tales about whatever they wanted, creating their own creative illustrations and storylines. It’s not technically a game, but it was fun enough that it may well have been.Storybook Weaverwas re-released in 2004, meaning many may still be able to run it on their computers today, introducing a whole new generation to this fun, language-learning creative tool.
A Brief History Of Video Games In Education (2024)

FAQs

What is the history of game based learning in education? ›

The origins of education and gaming

At the same time, ancient Greeks and Romans understood games and play-based learning as effective didactic tools. Besides this, psychologists have long lauded the benefits of play and games in both cognitive development and learning.

What is the simple history of video games? ›

The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display.

How do video games affect education? ›

When gaming takes over a student's life, and the line is crossed between intentional and compulsive use, it can have serious consequences: Lack of motivation and poor focus. Missed learning opportunities through skipping class. Lower grades, games affecting learning.

What are the arguments against video games in education? ›

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.

When did educational video games start? ›

April 3, 1968: Students rule ancient cities in early educational video games. In 1968, students played The Sumerian Game, recognized as the world's first educational video game. It was originally designed by Mabel Addis, recognized as the world's first video game writer.

What is the history of the game game theory? ›

Game theory emerged as a unique field when John von Neumann published the paper On the Theory of Games of Strategy in 1928. Von Neumann's original proof used Brouwer's fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathematical economics.

How did video games affect society? ›

One of the most significant impacts that gaming has had on our culture is its ability to bring people together. Gaming has allowed people from all over the world to connect and interact with each other, and it has provided a platform for people to form communities and share their experiences with others.

What is the brief history of video game consoles? ›

First generation (1972–1980)

The Magnavox Odyssey was the first video game console, released in 1972. The first generation of home consoles were generally limited to dedicated consoles with just one or two games pre-built into the console hardware, with a limited means to alter gameplay factors.

What is the value of games in education? ›

Games teach students to be adaptable and resilient. Life is full of challenges, and it's important to be able to adapt and keep going when things get tough. Some games get harder as you play, so students learn to keep trying and not give up.

Do video games improve grades? ›

The study found that gamers scored 15 points higher than average in maths and reading tests, and 17 points higher than average in science.

Are educational games good or bad? ›

Studies show that playing games in the classroom can increase overall motivation. Students become more motivated to learn, pay attention, and participate in-class activities. They can also be a great classroom management tool, helping to motivate a class.

Do video games benefit kids? ›

Video games can also improve hand-eye coordination and fine motor skills. Many games require precise movements, and the repetitive nature can help children develop muscle memory and dexterity. These skills can be useful in everyday activities, such as writing, drawing, and sports.

Why don't schools allow video games? ›

There are studies that show that the more time children spend playing video games, the lower their performance is in school. A study found that video game addicts have lower grades and have more destructive behaviors such as arguing and fighting with parents and teachers.

What are the disadvantages of games in education? ›

Game-based learning has several disadvantages. One challenge is the preconceived notions and negative attitudes towards game-based learning, which can hinder its implementation. Another disadvantage is the unwillingness of teachers to change and adapt to using games in education.

Who is the founder of game-based learning theory? ›

James Paul Gee is often considered the godfather of Game Based Learning (GBL) thanks to his significant academic research on effective learning methods via video games.

Who is the father of game-based learning? ›

Games and play‐based learning were frequently used didactic ideas in ancient Greece. However, the idea that education could be entirely game‐based was first proposed by John Amos Comenius in the 17th century.

Who came up with play based learning? ›

1782-1852 - Friedrich Froebel

According to Froebel, “Play is the highest expression of human development in childhood, for it alone is the free expression of what is in a child's soul.” Simply put, he believed play was absolutely vital in the learning process, especially for young children.

When did game studies begin? ›

It was not until Irving Finkel organized a colloquium in 1990 that grew into the International Board Game Studies Association, Gonzalo Frasca popularized the term "ludology" (from the Latin word for game, ludus) in 1999, the publication of the first issues of academic journals like Board Game Studies in 1998 and Game ...

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