
An educational video game is a
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
that provides learning or training value to the player.
Edutainment
Educational entertainment, also referred to by the portmanteau edutainment, is media designed to education, educate through entertainment. The term has been used as early as 1933. Most often it includes content intended to teach but has inciden ...
describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software). In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school
curricula
In education, a curriculum (; : curriculums or curricula ) is the totality of student experiences that occur in an educational process. The term often refers specifically to a planned sequence of instruction, or to a view of the student's experi ...
and does not involve educational advisors.
Educational video games play a significant role in the school curriculum for teachers who seek to deliver core lessons, reading and new skills. Gamification of education allows learners to take active roles in learning and develop technological skills that are needed for their academic and professional careers. Several recent studies have shown that video games, whether violent or not can help children in the development of intellectual and emotional skills that support their academic achievement (Chang et al., 2009). These findings have made teachers all over the world recognize the numerous benefits of gaming and to include educational video game learning in their curricula.
Definition
Educational video games can be categorized into two classes:
* Edutainment games are those designed around drilling subject matter to the user in a linear manner, while wrapping the game with entertainment aspects.
* Educational video games are aimed to encourage creative thinking and problem solving, and encourage greater interactivity from the user, often presented in non-linear experiences.
Most educational and edutainment games are purposely developed for use within the classroom or at home to teach students. However, a number of core video games which were not purposely built for educational purposes have found use for education. Such games include
strategy war games that include historical references, like the ''
Total War
Total war is a type of warfare that includes any and all (including civilian-associated) resources and infrastructure as legitimate military targets, mobilises all of the resources of society to fight the war, and gives priority to warfare ov ...
'' franchise or the ''
Age of Empires
''Age of Empires'' is a series of historical real-time strategy video games, originally developed by Ensemble Studios and published by Xbox Game Studios.
The first title in the series, ''Age of Empires'', focused on events in Europe, Afri ...
'' trilogy and an in-game encyclopaedia like ''
Civilization
A civilization (also spelled civilisation in British English) is any complex society characterized by the development of state (polity), the state, social stratification, urban area, urbanization, and symbolic systems of communication beyon ...
''. These games often integrate education without being explicitly educational. These are games which were originally developed for adults or older children and which have potential learning implications. For the most part, these games provide
simulation
A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
s of different kinds of human activities, allowing players to explore a variety of social, historical and economic processes.
Examples:
*
City-building game
A city-building game, or town-building game, is a Video game genres, genre of simulation video game where players act as the overall planner and leader of a city or town, looking down on it from above, and being responsible for its growth and man ...
s such as the ''
SimCity
''SimCity'' is an open-ended city-building video game franchise originally designed by Will Wright. The first game in the series, '' SimCity'', was published by Maxis in 1989 and was followed by several sequels and many other spin-off ''S ...
'' series and ''
Caesar
Gaius Julius Caesar (12 or 13 July 100 BC – 15 March 44 BC) was a Roman general and statesman. A member of the First Triumvirate, Caesar led the Roman armies in the Gallic Wars before defeating his political rival Pompey in a civil war. He ...
'' (1993–2006) invite players to explore the social, practical and economic processes involved in city management;
* Empire-building games such as the ''
Civilization
A civilization (also spelled civilisation in British English) is any complex society characterized by the development of state (polity), the state, social stratification, urban area, urbanization, and symbolic systems of communication beyon ...
'' series (1991–2013) and the ''
Europa Universalis
''Europa Universalis'' is a Grand strategy game, grand strategy video game developed by Paradox Development Studio and published in 2000 by Strategy First.
Development
The game was originally based on a French board game of the Europa Universali ...
'' series (2000–2014) help players to learn about history and its political, economic and military aspects;
* Railroad management games such as ''
Railroad Tycoon'' (1990–2003) and ''
Rails Across America'' (2001) illuminate the history, engineering and economics of railroad management.
* Geography games such as ''
PlaceSpotting'' (2008–2009) and
GeoGuessr help players to find locations on Earth according to some hints.
* Physics games such as ''
Quantum Moves'' and ''
A Slower Speed of Light'' aim to impart intuition for complicated physics concepts such as quantum mechanics and special relativity.
* Geometry games with
non-Euclidean geometry
In mathematics, non-Euclidean geometry consists of two geometries based on axioms closely related to those that specify Euclidean geometry. As Euclidean geometry lies at the intersection of metric geometry and affine geometry, non-Euclidean ge ...
, such as ''
HyperRogue'' and ''Hyperbolica'', aim to impart intuition for how non-Euclidean spaces such as
hyperbolic
Hyperbolic may refer to:
* of or pertaining to a hyperbola, a type of smooth curve lying in a plane in mathematics
** Hyperbolic geometry, a non-Euclidean geometry
** Hyperbolic functions, analogues of ordinary trigonometric functions, defined u ...
and
spherical spaces work.
* Trading and commerce based games such as ''
The Patrician'' challenge players to create and grow a trading empire managing acquiring, processing, transporting, and bartering resources within a limited region.
The games have been enthusiastically received in some educational circles and are mentioned in academic literature.
A new category was recently started by ''
Bot Colony'' (2013). It can be used to practice English dialogue by conversing with intelligent robots as part of an adventure game.
Design
Many titles were developed and released from the mid-1990s onwards, aimed primarily at the home education of young children. Later iterations of these titles often began to link educational content to school curricula such as
England
England is a Countries of the United Kingdom, country that is part of the United Kingdom. It is located on the island of Great Britain, of which it covers about 62%, and List of islands of England, more than 100 smaller adjacent islands. It ...
's
National Curriculum A national curriculum is a common programme of study in schools that is designed to ensure nationwide uniformity of content and standards in education. It is usually legislated by the national government, possibly in consultation with state or othe ...
. The design of
educational game
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are design ...
s for home use has been influenced by gaming concepts – they are designed to be fun and educational.
Examples of children's learning software which have a structured pedagogical approach, usually orientated towards literacy and numeracy skills.
*
Disney Interactive
Disney Interactive is an American video game and internet company that oversees various websites and interactive media owned by The Walt Disney Company.
History 1995–1996: Formation and beginnings
In December 1994, Disney announced that it w ...
learning titles based on characters such as
Winnie-the-Pooh
Winnie-the-Pooh (also known as Edward Bear, Pooh Bear or simply Pooh) is a fictional Anthropomorphism, anthropomorphic teddy bear created by English author A. A. Milne and English illustrator E. H. Shepard. Winnie-the-Pooh first appeared by ...
,
Aladdin
Aladdin ( ; , , ATU 561, 'Aladdin') is a Middle-Eastern folk tale. It is one of the best-known tales associated with '' One Thousand and One Nights'' (often known in English as ''The Arabian Nights''), despite not being part of the original ...
,
The Jungle Book
''The Jungle Book'' is an 1894 collection of stories by the English author Rudyard Kipling. Most of the characters are animals such as Shere Khan the tiger and Baloo the bear, though a principal character is the boy or "man-cub" Mowgli, who ...
and
Mickey Mouse
Mickey Mouse is an American cartoon character co-created in 1928 by Walt Disney and Ub Iwerks. The longtime icon and mascot of the Walt Disney Company, Mickey is an anthropomorphic mouse who typically wears red shorts, large shoes, and white ...
*
GCompris, contains numerous activities, from computer discovery to science
*
Knowledge Adventure
JumpStart Games, Inc., formerly Knowledge Adventure, Inc., was an American edutainment video game company based in Torrance, California. Founded in 1991, it was acquired by Chinese holding company NetDragon Websoft in 2017.
History
From 1991 ...
's
JumpStart and
Blaster Learning System series
*
The Learning Company
The Learning Company (TLC) was an American educational software company founded in 1980 in Palo Alto, California and headquartered in Fremont, California. The company produced a grade-based line of learning software, edutainment games, and ...
's
Reader Rabbit
''Reader Rabbit'' is an educational video game franchise created in 1984 by The Learning Company. The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called ''The ClueFinders'' was released f ...
,
The ClueFinders and
Zoombinis series.
One of the prominent trends in online education today is online coloring websites, which help children develop creativity and practice fine motor skills. For example, the
coloring book website provides hundreds of images for children to freely color online. This is a fun tool to help children relax and learn through art.
According to research,
play-based learning can improve children's thinking and creativity, encouraging children to explore the world around them more naturally.
Hirsh-Pasek is a famous researcher in the field of child psychology and education. She is one of the advocates of integrating learning through play into the curriculum, emphasizing that children learn better when participating in interesting and interactive activities.
History
The
early mainframe game ''
The Sumerian Game'' (1964) was, while not the first
resource management game, the first designed for elementary school students.
In 1970 Abt published a book on the topic: "Serious games: The art and science of games that simulate life.".
Educational games became more popular in the early 1980s due to a number of factors. The
video game crash of 1983
The video game crash of 1983 (known in Japan as the Atari shock) was a large-scale recession in the video game industry that occurred from 1983 to 1985 in the United States. The crash was attributed to several factors, including market saturatio ...
caused the console market in the United States to collapse, displaced by the growing home computer market. Further, the
arcade game
An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily game of skill, games of skill and in ...
market was partially affected by the crash, but also had become stigmatized by a new
moral panic
A moral panic is a widespread feeling of fear that some evil person or thing threatens the values, interests, or well-being of a community or society. It is "the process of arousing social concern over an issue", usually perpetuated by moral e ...
around video game arcades due to perceived connections to violence and video game addiction. Computer game developers looked to take advantage of the situation by creating education games for home computer systems which would not only satisfy children's entertainment but would please parents and educators. In September 1983 the ''
Boston Phoenix
''The Phoenix'' (stylized as ''The Phœnix'') was the name of several alternative weekly periodicals published in the United States by Phoenix Media/Communications Group of Boston, Massachusetts, including the now defunct ''Boston Phoenix'', '' ...
'' reported that "
edutainment
Educational entertainment, also referred to by the portmanteau edutainment, is media designed to education, educate through entertainment. The term has been used as early as 1933. Most often it includes content intended to teach but has inciden ...
" games were a new focus area for companies after end of growth of the
Atari 2600
The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released in September 1977 as the Atari Video Computer System (Atari VCS), it popularized microprocessor-based hardware and games stored on swappable ROM cartridg ...
software market.
In 1983, the term "edutainment" was used to describe a package of software games for the Oric 1 and Spectrum Microcomputers in the UK. Dubbed "arcade edutainment" an advertisement for the package can be found in various issues of "Your Computer" magazine from 1983. The software package was available from Telford ITEC a government-sponsored training program. The originator of the name was Chris Harvey who worked at ITEC at the time.
Since then, many other computer games such as
Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
's ''
Seven Cities of Gold
The myth of the Seven Cities of Gold, also known as the Seven Cities of Cíbola (), was popular in the 16th century and later featured in several works of popular culture. According to legend, the seven cities of gold referred to Aztec mythology ...
'', released in 1984, have also used ''edutainment'' as a descriptive term. Most edutainment games seek to teach players by employing a
game-based learning approach. Criticism as to which video games can be considered educational has led to the creation of "
serious games
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, he ...
" whose primary focus is to ''teach'' rather than entertain.
Psychologist
imon Egenfeldt-Nielsenresearched the educational use and potential of computer games and has written many articles on the subject. One paper dealing specifically with edutainment breaks it down into 3 general categories to separate the cognitive methods most predominantly used to teach. He is critical of the research that has been done on the educational use of computer games, citing their biases and weaknesses in method, which cause their findings to lack scientific validity.
In education
Games provide structure to problem-solving. This allows a player to "fail up", meaning that with the combination of challenging and fun and identity-building, the student will want to continue to persist on that problem until it is solved. It is a productive failure. This may take quite a few times before success is reached, but progress is obtained each time and so is knowledge on how to solve that problem. Iteration and discovery become two major aspects to learning through game playing. Many students have a "sweet spot" for gaming, which allows gaming in education to be successful in terms of grasping concepts, while this can be more difficult through the use of a book. Students may not even realize that they are learning through a game. Games need to include novelty. Unexpected occurrences and challenging choices allow the player to want to keep playing. Having a story or narrative in the game is what can really suck a player into the game. It allows for continuous feedback and challenges at the right level of difficulty, while avoiding frustration.
When developing successful learning games for the classroom, it can be a challenging task. In order for the game to show achievement in student learning, the games should hold certain qualities. The development of successful games to promote learning requires attention to opposing factors. Creativity and inventiveness is needed to help the outcome work well and run smoothly. Games should take the opposite approach of drill-and-practice principles, as this simplifies the games and limits the domains of knowledge. The three factors to keep in mind when designing strong and successful games are integration, motivation, and focus. In order for the player to progress in the game, they must master the learning goals and objectives behind the game.
The game should be integrated with learning goals. In the content that needs to be taught through the game, it should be made a point that in order to succeed in the game, is to know the information, which creates importance to the player. The game needs to be as motivating as possible and should pose a challenge. The primary activity of the game should be interacting and interesting to the students. Games are about decision making, where one sees what the consequences are and what feedback one receives. Games teach students about rewards, but that it takes some work to receive those rewards. The actions within the game need to be relevant to life outside the game, so learning can occur. Focus can most successfully occur when one is learning by exploring, operating, or interacting.
Teachers are using games more regularly that focus on a wide variety of objectives, while exposing students to more game genres and devices. There is much more structure, which makes it a lot easier for the teacher, and the students enjoy it. Students have become so fluent with the use of online tools. Learning data can be generated from the use of online games, which allow the teacher to have insight on the knowledge the children have obtained, and what needs improvement; this can then help a teacher with their curriculum and teaching.

A nationwide study of 488 K–12 teachers in the United States found that, as of 2013, over half were using digital games in the classroom weekly. Most classrooms nowadays have replaced the traditional blackboard for the
Smart Board, bringing technology into the classroom. As we move forward into the digital age, most schools provide lessons on computer literacy to ensure students are fluent when it comes to technology. Likewise, the use of well-designed educational video games delivers game based learning that can motivate students to participate more enthusiastically in subjects, including those that are often less popular. It is also noted that educational video games offer more interaction, immediate feedback, to both student and teacher, and more student control. Educational video games that involve aspects of reality, provide students with opportunities to be involved in an interactive environment that they would not ordinarily be allowed to participate in but from the safety of a classroom.
As video games spread in the 1980s, the educational potential of them was researched. Its findings showed that the visual and motor coordination of game players was better than that of non-players. Initial research also indicated the importance of electronic games for children who proved to have difficulty learning basic subjects and skills. It also found that:
* Video games helped students to identify and attempt to correct their deficiencies.
* The adaptability of video games, and the control that players have over them, motivate and stimulate learning.
* In cases where students have difficulty concentrating, video games can be highly useful.
* Promote critical awareness of discourse communities.
* The instant feedback given by video games help arouse curiosity and in turn allows for greater chances of learning.
* Video games teach cooperation.
One common argument for the use of video games in education is that they enable learning from the simulation while having no danger associated with mistakes. For instance, the
Air Force
An air force in the broadest sense is the national military branch that primarily conducts aerial warfare. More specifically, it is the branch of a nation's armed services that is responsible for aerial warfare as distinct from an army aviati ...
uses
piloting simulations in order to teach their pilots how to fly the airplanes. These simulations are meant to prepare the training pilot for real-world flight conditions while at the same time preventing any damage or loss of life in the process. A pilot could crash in the simulation, learn from their mistake and then reset and try again. This process leads to distinct levels of mastery over the simulation and in turn the plane they will also be flying in the future. The
military
A military, also known collectively as armed forces, is a heavily armed, highly organized force primarily intended for warfare. Militaries are typically authorized and maintained by a sovereign state, with their members identifiable by a d ...
also utilizes games such as the ''
ARMA
Arma, ARMA or variants, may refer to:
Places
* Arma, Kansas, United States
* Arma, Nepal
* Arma District, Peru
* Arma District, Yemen
* Arma Mountains, Afghanistan
People
* Arma people, an ethnic group of the middle Niger River valley
* Arma lan ...
'' and ''
Socom'' franchises in their training. Games like these immerse the gamer into the realm of the game and will attempt to achieve whatever objective is set out for them using their
tactical skills. This allows for the military to show their
soldier
A soldier is a person who is a member of an army. A soldier can be a Conscription, conscripted or volunteer Enlisted rank, enlisted person, a non-commissioned officer, a warrant officer, or an Officer (armed forces), officer.
Etymology
The wo ...
s how to engage certain situations without the risk of injury.
Games of all types have been shown to increase a different array of skills for players. Attempts have been made to show that
arcade-style action and
platforming games can be used to develop motor co-ordination, manual skills, and reflexes. Many authors have noted the educational potential of games like ''
The Sims
''The Sims'' is a series of life simulation video games developed by Maxis and Video game publisher, published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and is one of the List of best-selling video game fran ...
'' (for its
social simulation) or the ''
Civilization
A civilization (also spelled civilisation in British English) is any complex society characterized by the development of state (polity), the state, social stratification, urban area, urbanization, and symbolic systems of communication beyon ...
'' series (for its historical and strategy elements), concluding that video games as a whole promote intellectual development, and suggest that players can use them to develop knowledge strategies, practice
problem-solving
Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to turn on an appliance) to complex issues in business an ...
, and can improve
spatial skills.
While specific video games have been used, other study-type games were created specifically to aid students in studying for educational classes.
Comparison with a classroom model
Video games have been found to be more engaging in a classroom environment; instead of providing information over an extended class period, games provide small amounts of information at relevant stages. Playing video games helps students with
metacognition
Metacognition is an awareness of one's thought processes and an understanding of the patterns behind them. The term comes from the root word ''Meta (prefix), meta'', meaning "beyond", or "on top of".Metcalfe, J., & Shimamura, A. P. (1994). ''Metac ...
; strong metacognitive skills have been proven to help with developing academic skills and allows students to learn about their strengths and weaknesses as well as increase their academic performance. Video games that are used as objects of study in classroom can enable students to be skilled rhetorical readers by exposing literature and language from different discourse communities and by encouraging students to practice reading the symbolic structure of inherently consumption-based video games.
The use of video games in the classroom is a model that has been used for over a decade, regardless of it not being a widespread idea and procedure in every K-12 classroom.
Multimedia learning includes various visualizations that can be used by students to engage with the material and analyze concepts in a differing way. Multimedia learning in this sense, allows students to engage with material in a modern way that is relevant and known to them. This form of learning enables an intersection between entertainment and informational platforms, creating a hybridized form of engagement with content. When it comes to using multimedia learning, students are able to receive information in a different way compared to the traditional classroom setting.
Multimedia learning allows students to be more active in the learning process. One example of this could be students changing information in a problem to see different results. However, this is not necessarily as simple as it sounds. For this type of learning to work, students must have enough background on the subject in order to continue to build knowledge. Otherwise, students are not able to use multimedia learning as effectively. When they do have this background information, results from one study showed that the increase in activity that occurs during multimedia learning can improve the way in which students learn.
Use
Several studies have attempted to answer, "How and to what extent are games used in the classroom?" In one study, fifty-three Swedish
ESL teachers were surveyed; the outcome determined was that video games in the classroom were barely utilized. Although the teachers were open to the idea, they did not identify the benefits of applying video games to the curriculum. Video games created excitement, not for learning, but for the games.
While there are people who do not agree with the idea of using video games in the classroom, others are open- minded to the experiment. Video games are an interactive entertainment. They promote intellectual skills that support academic achievement. In supplying students with educational subject matter, they demonstrated further advantage. Making use of video games in the classroom is simply another technique to engage with students.
A
study
Study or studies may refer to:
General
* Education
**Higher education
* Clinical trial
* Experiment
* Field of study
* Observational study
* Scientific study
* Research
* Study skills, abilities and approaches applied to learning
Other
* Study ...
was conducted in a "3 week intervention with game- based learning activities in eight lower secondary classrooms." The study found that video games are a motivation to the students who do not find educational settings interesting. The purpose of the study was to increase engagement and participation of students. Class participation increases retention of the material. Encouragement for student involvement in the classroom is distinctly recommended.
Possible benefits
Some teachers have attempted to use video games within a classroom setting. There is some evidence which shows that for young children, educational video games promote student engagement.
Video games are inherently incentive-based systems with the player being rewarded for solving a problem or completing a mission, while meeting certain criteria.
As a result, video games train a systematic way of thinking as well as an understanding for how different variables affect each other.
Furthermore, video games can constantly and automatically assess the learner's ability at any given moment due to the software-based nature of the medium; modular education structures tend to deliver assessments in large chunks and present a relatively limited picture of student progress.
Multiple research articles have suggested that this mode of learning can be more enjoyable and show positive outcomes on student motivation, finding game was equal or more effective than conventional instruction.
Video games such as ''
Minecraft
''Minecraft'' is a 2011 sandbox game developed and published by the Swedish video game developer Mojang Studios. Originally created by Markus Persson, Markus "Notch" Persson using the Java (programming language), Java programming language, the ...
'' and ''
Portal'' have been suggested as platforms for teachers to experiment with their educational abilities. ''Minecraft'' is a
sandbox game
A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or with a goal that the players set for themselves. Such games may lack any objec ...
in which the user can create objects using the
crafting system, while ''Portal'' is a
physics game: the player uses the
laws of physics
Scientific laws or laws of science are statements, based on repeated experiments or observations, that describe or predict a range of natural phenomena. The term ''law'' has diverse usage in many cases (approximate, accurate, broad, or narrow) ...
, such as
gravity
In physics, gravity (), also known as gravitation or a gravitational interaction, is a fundamental interaction, a mutual attraction between all massive particles. On Earth, gravity takes a slightly different meaning: the observed force b ...
and
inertia
Inertia is the natural tendency of objects in motion to stay in motion and objects at rest to stay at rest, unless a force causes the velocity to change. It is one of the fundamental principles in classical physics, and described by Isaac Newto ...
, to advance through the game's series of test chambers.
Critical thinking
Critical thinking is the process of analyzing available facts, evidence, observations, and arguments to make sound conclusions or informed choices. It involves recognizing underlying assumptions, providing justifications for ideas and actions, ...
and problem solving are inherent in the latter game's design. Both ''Minecraft'' and ''Portal'' are adaptable to some learning environments; for instance, ''Minecraft'' has been used for young children while ''Portal'' has been used by high school physics teachers. ''Portal 2'' has also been used to develop cognitive skills in older undergraduate students, however. A 2017 study found that games including ''Portal 2'', ''
Borderlands 2'', ''
Gone Home'' and ''
Papers, Please
''Papers, Please'' is a puzzle simulation video game created by indie game developer Lucas Pope, developed and published through his production company, 3909 LLC. The game was released on August 8, 2013, for Microsoft Windows and OS X, for ...
'' may be used to develop a range of skills in undergraduate students, such as communication, resourcefulness and adaptability.
One study showed that using a video game as part of class discussions, as well as including timely and engaging exercises relating the game to class material, can improve student performance and engagement. Instructors assigned groups of students to play the video game ''
SPORE
In biology, a spore is a unit of sexual reproduction, sexual (in fungi) or asexual reproduction that may be adapted for biological dispersal, dispersal and for survival, often for extended periods of time, in unfavourable conditions. Spores fo ...
'' in a freshman undergraduate biology course on evolution. The group of students that was assigned to play SPORE and complete related exercises, in a total of five sessions throughout the semester, had average class scores about 4% higher than the non-gaming group. The game's inaccuracies helped to stimulate critical thinking in students; one student said it helped her understand "the fine parts of
natural selection
Natural selection is the differential survival and reproduction of individuals due to differences in phenotype. It is a key mechanism of evolution, the change in the Heredity, heritable traits characteristic of a population over generation ...
,
artificial selection
Selective breeding (also called artificial selection) is the process by which humans use animal breeding and plant breeding to selectively develop particular phenotypic traits (characteristics) by choosing which typically animal or plant ...
,
survival of the fittest
"Survival of the fittest" is a phrase that originated from Darwinian evolutionary theory as a way of describing the mechanism of natural selection. The biological concept of fitness is defined as reproductive success. In Darwinian terms, th ...
, and
genetic diversity
Genetic diversity is the total number of genetic characteristics in the genetic makeup of a species. It ranges widely, from the number of species to differences within species, and can be correlated to the span of survival for a species. It is d ...
because of the errors within the game. It was like a puzzle." However, because the game was accompanied by additional exercises and instructor attention, this study is not overwhelming evidence for the hypothesis that video games in isolation increase student engagement.
Students who have played ''
Europa Barbarorum'' had knowledge of historical geography beyond the scope taught during the basic
ancient history
Ancient history is a time period from the History of writing, beginning of writing and recorded human history through late antiquity. The span of recorded history is roughly 5,000 years, beginning with the development of Sumerian language, ...
course. They were able to identify the most important stages of civilization development in the case of states of the Hellenistic era and were very knowledgeable about
military history
Military history is the study of War, armed conflict in the Human history, history of humanity, and its impact on the societies, cultures and economies thereof, as well as the resulting changes to Politics, local and international relationship ...
and
history of art
The history of art focuses on objects made by humans for any number of spiritual, narrative, philosophical, symbolic, conceptual, documentary, decorative, and even functional and other purposes, but with a primary emphasis on its aesthetics ...
. This knowledge was in large part derived from the comprehensive descriptions included in the game; students also admitted that after playing the game they were much more eager to turn to books dealing with the given historical period. However, Whether or not this intention materialized into more reading of historical periods is not clear.
Another source studied teachers using ''Civilization III'' in high school history classrooms, both during and after school. In this study, not all students were in favor of using the game. Many students found it too difficult and tedious. Some students, particularly high-performing students, were concerned about how it could affect their studies; they felt that "Civilization III was insufficient preparation for the 'game' of higher education." However, students who were failing in the traditional school setting often did significantly better in the game-based unit, and the game seemed to get their attention where traditional schooling did not.
According to an article on interactive video games in physical education, many of these types of games are not just animated exercise. Many have different assessments and scores based on performance of skills. Some have heart rate monitors and estimate caloric expenditure. Others are designed with enhancing motor abilities in mind. Abilities such as balance, hand-eye coordination, agility and core strength are a few of the motor skills enhanced. These engaging and interactive games have the ability to teach kids about the some physiological functions of the body. One example is that these games can help show kids how their heart reacts to different activities by using the heart rate monitor within the game.
One study took the game Semideus to see if it could help to improve performance on rational number tasks, the understanding of whole numbers and mathematical thinking in general. The study concluded if kids were introduced to games that have math well integrated into the gameplay then it kids then it will help them with their skills. The study recommended that the teacher be involved in the game based learning to improve its effectiveness in the students learning.
According to journal article, simulation video games makes the player to learn to think critically while gaining knowledge of the environment. The player learns to solve problems through trial and error. Players are able to learn by doing. They learn by experiencing things first-hand and role-playing. These virtual environments enable better learning, collaboration, and enhanced practical reasoning skills.
In some disciplines, games are being specifically designed to enhance learning in challenging concepts, such as anatomy and physiology within a medical degree.
The digital skills cultivated through gaming could serve as a foundation for careers requiring advanced technological proficiency, including pathways in computer science. Despite this potential, female participation in gaming and technology often stagnates at basic levels of digital interaction—such as passive consumption of content created by others—resulting in persistent underrepresentation of women in technology-related industries. Addressing this imbalance requires examining how gendered engagement patterns with digital tools emerge early in development.
One critical benefit of gaming is its ability to bolster self-efficacy, particularly among young girls. Research indicates that by age seven, children internalize gendered norms surrounding technology preferences and self-perceived competence in gaming and digital skills.
Educational video games, for example, give boys chances to sharpen skills like reading, creativity, teamwork, and critical thinking. These games mix learning challenges into interactive, hands-on environments where boys feel in control, which helps them build confidence in their ability to tackle tech-related tasks and see themselves as capable. On the other hand, girls often end up feeling less confident in their tech skills because of social and cultural factors that quietly shape their motivation and interests from a young age. This creates a cycle that’s hard to break: when girls spend less time practicing, put in less effort, or do not develop the same interest in digital tools, their confidence and engagement keep dropping. How much they enjoy gaming, how often they pick up devices, and whether they believe they are good with tech feed into whether they stick with video games or drift away. But here is the good news: if girls are introduced to educational games early on—like during childhood—it could flip the script. When these games make tech feel exciting and for them—not just for boys—it can light a genuine excitement for digital skills and totally flip how girls see gaming. Instead of thinking of it as something guys do for fun or just mindlessly watch, they will start connecting it to their own creativity, like solving puzzles or building something cool. Little by little, this change in mindset could help more girls lean into STEM subjects—you know, signing up for coding clubs or robotics teams—and eventually step into careers like software development or engineering, fields where guys have always been the majority. Think about it: this is not just about making things “equal.”Early exposure is not just about teaching skills—it is about rewriting the story girls tell themselves about who belongs in tech. If they grow up feeling capable and connected to gaming, that confidence could ripple into classrooms, career choices, and, eventually, the whole industry.
Beyond skill acquisition, video games enable students to analyze and address complex real-world problems through experiential learning. A pedagogical study illustrates this using ''Plague Inc: Evolved'', a strategy-based simulation game where players design pathogens to infect global populations. Students completed a multi-stage writing assignment: first, they documented iterative refinements to their in-game strategies across multiple playthroughs; second, they analyzed how the logic underlying these strategies could enhance their approaches to real-world challenges, such as ethical dilemmas or systemic issues encountered in daily life. This whole process of looking inward pushed students to dig into ''how'' they solve problems, sparking more profound ethical questions as they took a hard look at their thought processes. When they started connecting the dots between choices they made in the game and challenging situations in real life, it got them thinking about how their gut reactions to complicated issues—like what feels "right" or urgent—are quietly steered by their personal beliefs and what they care about most, even if they don’t realize it at the time. The study highlights gaming’s unique potential to cultivate ethical reasoning by allowing players to experiment with alternative perspectives and actions within low-stakes, immersive environments. While other mediums can similarly stimulate critical thinking, digital games offer distinct advantages by enabling players to inhabit dynamic, choice-driven narratives that mirror real-life consequences.
Educational video games also demonstrate measurable benefits for early childhood development. A study by Geetha et al. investigated how tablet-based games affect foundational numerical and cognitive skills in kindergarteners from diverse socioeconomic backgrounds. Children were randomly assigned to three groups: one played a number-focused game targeting counting and arithmetic, another engaged with a working memory (WM) game requiring pattern recognition, and a control group played a color-matching game with no explicit skill focus. Over ten sessions, the number game group showed significant gains in numerical knowledge, including counting accuracy and understanding of quantity relationships—improvements that persisted a month post-intervention. In contrast, the WM group did not outperform the control group in math skills, though both the number and WM games enhanced working memory capacity. Notably, WM gains in the memory-focused group continued to grow even after the study concluded, suggesting sustained cognitive benefits. These findings underscore the potential of targeted digital games to strengthen domain-specific skills and domain-general cognitive abilities in young learners, providing scalable tools to address educational inequities early in development.
Possible negative effects
One argument for possible negative effects explains how kids are already spending too much time with technology outside the classroom. It explains that over seven and a half hours a day are being used by children eight to eighteen on media outside of school. With the large amount of time technology is being used by children, this argument claims that the time spent on screens may be replacing critical face to face communication may be negatively affecting children's face to face communication skills. To find out if this was true or not an experiment was done where two groups were taken from the same school. One group went to a camp where they had many different bonding activities without access to a screen throughout the course of five days. While the second group remained at school and were allowed to use their screens how they normally do. To test their face to face communication skills both groups took pre and post tests for comparison. The results suggested that those who went away for the five days did much better in reading facial emotion than the control group.
Barriers to the use of games
Many teachers have reservations about using video games. One study asked teachers who had some experience using games in class why they did not do it more often. Six general categories of factors were identified as problem areas:
* Inflexibility of curriculum: Teachers find it difficult to integrate games with the already-set
curriculum
In education, a curriculum (; : curriculums or curricula ) is the totality of student experiences that occur in an educational process. The term often refers specifically to a planned sequence of instruction, or to a view of the student's experi ...
present in classrooms. It can be difficult to locate a game that is educational as well as fun. And many teachers have no experience in using games to teach. Learning with games may not be accepted by skeptical parents who personally learned with more conventional techniques. The interdisciplinary field of game studies has offered a variety of perspectives to complement traditional modes of rhetorical analysis and production, which should be adapted to address the unique affordances of video games as a medium in contrast to the traditional
banking model of education.
* Stigma: Video games are considered children's play or a leisurely pastime for the adolescent population. Video games are thought to distract children from the seriousness of academics and are considered an unproductive activity.
* Psychological issues: Gaming can promote student
addiction
Addiction is a neuropsychological disorder characterized by a persistent and intense urge to use a drug or engage in a behavior that produces natural reward, despite substantial harm and other negative consequences. Repetitive drug use can ...
as well as physical problems. Students may also lose their desire to learn in the traditional setting. It can also remove teacher control and result in "excessive competition".
* Students' lack of readiness: Students have varying levels of skill and
computer literacy
Computer literacy is defined as the knowledge and ability to use computers and related technology efficiently, with skill levels ranging from elementary use to computer programming and advanced problem solving. Computer literacy can also refer t ...
, which may be affected by their
socioeconomic status
Socioeconomic status (SES) is a measurement used by economics, economists and sociology, sociologsts. The measurement combines a person's work experience and their or their family's access to economic resources and social position in relation t ...
. It takes time to teach them the rules of games, and games are harder for them to understand than traditional audiovisuals.
* Lack of supporting materials: Teachers do not have access to supporting text or work for students to do alongside games.
* Fixed class schedules: Teachers have time constraints and their school may not allow them to use games. More sophisticated games, often yielding the most learning content, often take hours to learn, and more time to play. The tutorials for Civilization V take an hour to finish, and complete games can take tens of hours.
* Limited budgets: Computer equipment, software, and fast Internet connections are expensive and difficult for teachers to obtain.
* Relevance to Common Core: The educational systems is increasingly driven by standardized testing focused on assessment of common core topics. Games exist for these topics (glasslabgames.org) but gameplay is generally not competitive with commercial video games.
Some teachers were more concerned about some problems than others. Male teachers were less concerned about limited budgets, fixed class hours, and the lack of supporting materials than were female teachers. Inexperienced teachers would be more worried about fixed class schedules and the lack of supporting materials than were experienced teachers.
When it comes to educational video games and higher education, a study was conducted to explore the relationship between teachers' perceptions of the games and their use in the classroom. In addition, researchers were interested in whether factors such as age and gender may have an influence on the results, which has already been found to play a role in the context of video games in a leisure setting as opposed to educational.
While there were no indicators that gender and age had an effect, this study introduces the claim that training programs for teachers in higher education should not focus on the fact that using video games in the classroom is simple and uncomplicated. This is because the results actually showed that it does not matter whether or not teachers perceive using educational games as easy or not.
Instead, teachers that perceived these games in a positive way were more likely to incorporate them into their curriculum. More specifically, this means that the most significant factor in regards to if teachers will use video games is whether or not they perceive them to be a useful tool for teaching students. If not, the probability of teachers' using games decreases.
Learning from video games outside the classroom
Commercial video games in general, referred to as
commercial off the shelf (COTS) games, have been suggested as having a potentially important role to assist learning in a range of crucial transferable skills.
One example of this would be in
first-person shooter
A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
games such as the ''
Call of Duty
''Call of Duty'' is a first-person shooter military video game series and media franchise published by Activision, starting in 2003. The games were first developed by Infinity Ward, then by Treyarch and Sledgehammer Games. Several spin-of ...
'' franchise (although these games are violent by nature, and they have been subject to massive negative reception by parents with varying justification). While the ''Call of Duty'' franchise itself falls short of actual tactical strategy or realism in depth, there are many games in the same ''genre'' (first-person shooters) from which one can learn key skills from the games: they stimulate the player at the cognitive level as they move through the level, mission, or game as a whole.
They also teach strategy, as players need to come up with ways to penetrate enemy lines, stealthily avoid the enemy, minimize casualties, and so on. Players can test their usage of these skills using the multiplayer aspect of these games. These games also allow players to enhance their
peripheral vision
Peripheral vision, or ''indirect vision'', is vision as it occurs outside the point of fixation, i.e. away from the center of gaze or, when viewed at large angles, in (or out of) the "corner of one's eye". The vast majority of the area in the ...
, because they need to watch for movement on the screen and make quick decisions about whether it is a threat, to avoid wasting ammunition or harming allied players.
Other games, such as the ''
Guitar Hero
''Guitar Hero'' is a series of rhythm games first released in 2005, in which players use a guitar-shaped game controller to simulate playing primarily lead guitar, lead, bass guitar, bass, and rhythm guitar across numerous songs. Players match ...
'' and ''
Rock Band
''Rock Band'' is a series of rhythm games first released in 2007 and developed by Harmonix. Based on their previous development work from the Guitar Hero, ''Guitar Hero'' series, the main ''Rock Band'' games have players use game controllers mod ...
'' franchises, have been used to provide insight to the basic nature of education in video games. Success at these games requires the player to first fail multiple times – this is the only way to learn the proper actions.
These games also provide real-time feedback on how well the player is doing, an area in which traditional educational systems are lacking.
The main advantage with video games is that there is nothing to lose from failing, unlike in real life, where failing usually results in negative consequences.
Games similar in nature to
Animal Crossing
is a social simulation video game series developed and published by Nintendo. It was created by Katsuya Eguchi and Hisashi Nogami. The player character is a human who lives in a village inhabited by various anthropomorphic animals and can ...
give the opportunity for its players to practice multiple life applicable skills such as time management, materialistic value, investing in payment plans, skill building, and more day to day neighborhood based activities. The value of the cutesy, animated, animal characters who each execute neighborliness in the video game foster a friendship value that primarily focuses on the social practices learned while playing the game. Players may experience an increase in comprehension, evaluation, and deliberate skills that are gained from playing this animated game that sends out messages about cultural, social, or political practices.
A research project involving positive use of video games is outlined in an article that focuses on studies that suggest there are health benefits to playing video games. This article
[ presents information from studies from the ]University of Utah
The University of Utah (the U, U of U, or simply Utah) is a public university, public research university in Salt Lake City, Utah, United States. It was established in 1850 as the University of Deseret (Book of Mormon), Deseret by the General A ...
, Deakin University
Deakin University is a public university in Victoria, Australia. Founded in 1974 with antecedent history since 1887, the university was named after Alfred Deakin, the second Prime Minister of Australia and a founding father of Australian Fede ...
in Melbourne, Australia, 2009's ''Annual Review of Cybertherapy and Telemedicine'', University of Washington
The University of Washington (UW and informally U-Dub or U Dub) is a public research university in Seattle, Washington, United States. Founded in 1861, the University of Washington is one of the oldest universities on the West Coast of the Uni ...
, Visual Development Lab of Ontario's McMaster University
McMaster University (McMaster or Mac) is a public research university in Hamilton, Ontario, Canada. The main McMaster campus is on of land near the residential neighbourhoods of Ainslie Wood, Ontario, Ainslie Wood and Westdale, Ontario, Westd ...
, University of Rochester
The University of Rochester is a private university, private research university in Rochester, New York, United States. It was founded in 1850 and moved into its current campus, next to the Genesee River in 1930. With approximately 30,000 full ...
in New York, and North Carolina State University
North Carolina State University (NC State, North Carolina State, NC State University, or NCSU) is a public university, public Land-grant university, land-grant research university in Raleigh, North Carolina, United States. Founded in 1887 and p ...
. The researchers from these universities found that video games are therapeutic for children with chronic illness
A chronic condition (also known as chronic disease or chronic illness) is a health condition or disease that is persistent or otherwise long-lasting in its effects or a disease that comes with time. The term ''chronic'' is often applied when the ...
es, can improve preschoolers' motor skills, reduce stress and depression, provide relief from pain, improve vision, improve decision-making skills, and maintain happiness in old age as well.
One study suggests that commercial video games can help players to improve in certain skills such as communication, resourcefulness, and adaptability. In this study undergraduate students were assigned at random to be in either an intervention or a control group. To measure adaptability, resourcefulness and communication, there were self-report instruments given to both groups.
Special educational needs
Children of all kinds thrive during play-based learning. Children with special needs, be it physical or cognitive, often require different materials to aide their education. Many schools strive for the inclusion of special educational needs students within the classroom and now, with the help of technology, schools begin to close the gap and give children with disabilities equal opportunities to learn and communicate.
There have been many video games created within the past decades that specifically target special needs children, ''Dreamware'' being one. The device uses visual, auditory, temperature, and vibration sensory integration training which have been proven to capture the child's attention, keeping them focused for longer periods, allowing the child to learn more.
Other educational video games targeted towards those with special education needs include virtual reality, as it can provide knowledge building experiences. One study conducted by Professor Standen of University of Nottingham
The University of Nottingham is a public research university in Nottingham, England. It was founded as University College Nottingham in 1881, and was granted a royal charter in 1948.
Nottingham's main campus (University Park Campus, Nottingh ...
concluded that adolescent students with severe intellectual disabilities who practiced shopping in a virtual supermarket were both quicker and more precise than those who had not. This showed that students could acquire important life skills through a video game and could then transfer that knowledge into the real environment, making them a valuable tool in education.
Importance to learners
Educational video games help learners in the development of reading comprehension and cognitive skills. For teachers, video games with educational value act as relevant material for engaging their students. Therefore, video games can be used as an immersive learning system that provides for a combination of digital technology, rich narrative, and real world gameplay. Through games students learn to exercise resilience, critical thinking, and problem solving skills by identifying numerous solutions for problems. By introducing them to educational video games, parents and teachers can make children interested in technology and technical skills from an early age.
Educational video games are important for individualized learning. Given that every learner is different, teachers are always looking for adequate resources that will provide every learner with an individualized learning plan. Video games allow students to learn new concepts at their own pace without having a constant overlook from parents and teachers (Chang et al., 2009). The experiences of the players can be tailored based on their preferences and performance. The game is automatically adjusted to present higher-level challenges after solving each problem. If they are having difficulty with a concept, then the game is tailored to present the same concept in a different manner until the student understands it. Video games balance enjoyment with an appropriate challenge level, which keeps players in an optimally engaging and challenging learning zone.
Research shows that children who play educational video games have improved visual-spatial skills. For instance, a simple game session can help learners visualize science topics in a way that helps them learn better. Children who play educational video games have sharpened visual attention skills and improved capacity to visualize 3D objects (Achtman et al. 2008). Furthermore, educational video games as they improve their aim and hand-eye coordination. The video game is a learning sector as activities that sharpen the perceptions of children as well as their responses to the world.
Activity-promoting games are games that focus on increasing physical activity. For students, specifically, there are several benefits to using these in an educational setting. When it comes to active video games, it is almost like another step is added to further the value of using them. In comparison to the traditional classroom setting, one study found that students who played an educational game that forced a certain extent of physical activity felt an increase in the amount of attention needed. This is important when it comes to situational awareness as students are able to be more in tune with their surroundings, which can lead to an increase in motivation.
However, one important thing to note with active video games is that they are just as effective as other educational games that do not have the physical activity component. Test results from the study did not seem to show a difference between the two. Nevertheless, active video games allow students to improve their learning while also being active in a setting where they get little activity.
Implementation of gaming into a classroom curriculum can be helpful with attention capture of students. Stimulating activities such as gaming, pique the interest of students and provide a modern approach to comprehension.
Limitations
One of the major limitations of educational video games is that they leave little room for spontaneous play. A child may be involved and have some degree of control in a game but ultimately cannot control the direction in which the game will go, hindering the notion of self-directed play as a means for learning. It has been noted that educational video games can help students focus; however, once the game has ended many find it hard to adapt back to the slower pace of receiving information in the classroom.
It is also important for students to be able to ask questions on topics they do not fully understand. A supervising teacher may be able to aid the student whereas the computer cannot provide answers to all questions posed. Using educational computer games also relies on the teacher having prior knowledge of how the game works and be somewhat computer literate.
Regardless of the enthusiasm surrounding video games and learning, very few studies have come to a conclusive answer as to whether educational video games improve academic achievement and classroom performance. Although individuals may develop game-specific abilities; these may not transfer into traditional academic skills required for learning. Only additional research could tell whether playing educational video games improves classroom behaviour and academic skills.
Video clips
* History - while "News is the first cut of history" is often a reality, the New York Times decried "a void in young people's minds about anything that happened before today's headlines or newscasts" it promoted educational videos about history as "a new tool to make the past come to life."
* Biology - to understand more about Creationism
Creationism is the faith, religious belief that nature, and aspects such as the universe, Earth, life, and humans, originated with supernatural acts of Creation myth, divine creation, and is often Pseudoscience, pseudoscientific.#Gunn 2004, Gun ...
and the Scopes trial, The New York Times recommends seeing "film clips of William Jennings Bryan
William Jennings Bryan (March 19, 1860 – July 26, 1925) was an American lawyer, orator, and politician. He was a dominant force in the History of the Democratic Party (United States), Democratic Party, running three times as the party' ...
confronting Clarence Darrow
Clarence Seward Darrow (; April 18, 1857 – March 13, 1938) was an American lawyer who became famous in the 19th century for high-profile representations of trade union causes, and in the 20th century for several criminal matters, including the ...
, the defense lawyer."[
]
See also
* Educational software
Educational software is a term used for any computer software that is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all th ...
* Explorable explanation
* Games and learning
* GoVenture Educational Games and Simulations
* List of educational video games
* Serious game
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, he ...
* Video game controversies
There have been many debates on the social effects of video games on players and broader society, as well as debates within the video game industry. Since the early 2000s, advocates of video games have emphasized their use as an expressive m ...
* Video game behavioral effects
References
Works cited
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{{VideoGameGenre
Video game genres