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Are video games a good tool for educating students in the classroom or arent they? This
is an age old debate that everybody wants a straight answer to from educators to parents. You
have some parents on one side of the argument that feel video games are time wasting and kill
more brain cells than they develop while other feel like they are positive for the childs life.
Educators wonder, if they are helpful in accelerating the childrens cognitive learning ability, in
what ways can these video games be implemented in the classroom. Of course you do still have
some educators that do not like using new technologies and refuse to adapt with the world that
we live in today. Technology is steadily evolving every day and educators are using
unconventional ways to improve students cognitive abilities such as video games in the learning
environment. I feel like any educator that has not jumped on this technological bandwagon they
should immediately because any further delay would be denying your students from reaching
The first ever computer video game that was similar to the classic 1970s game Pong was
However mainstream popularity of video games didnt catch on until the 1970s and 1980s with
the ever so popular Atari 2600 releasing in 1977 which stemmed from the 1972 popular upright
arcade video game pong (Cohen, 2016). The Atari 2600 was the first home video game system
that allowed you to play video games at home without having to go to the nearest arcade. The
console came with two joystick controllers, a conjoined pair of paddle controllers, and nine
different game cartridges. This came at a hefty price tag of $199, with adjusted inflation this is
about $800 in todays economy. So needless to say you didnt have one of these unless you were
in a certain tax bracket. This started a video war of different gaming companies trying to
compete with Atari to have the best gaming system since they saw how popular and profitable it
was becoming. Today there is a staggering amount of people that play video games in the world.
From the new PlayStation 4 and PC games all the way to games that you download to your
smartphone from the App store. According to a 2013 state of the industry report by Spil
Games more than 1.2 billion people play video games worldwide which is about 17% of the
world population. Of that 1.2 billion about 700 million people play online which is about 44% of
the worlds online population (Takahashi, 2013). In about five years I expect that 1.2 billion to
have a 25% increase since the worlds population is increasing and video games are becoming
more affordable for the average consumer to purchase. As educators we have to bridge the gap
between technological gaming and the classroom learning environment that allows us to find
new ways to keep our students engaged with the material while also making in entertaining. So
that means the old board games and teaching methods that our parents were exposed to isnt
going to get the job done anymore. Its funny how most kids can sit in front of a video game for
hours on in but cannot stay focused for 45 minute class without reaching for their phone or
something else to play with. This is why the fidget spinner toy was created and has had such a
huge success in American elementary, middle, and high schools. According to a Kaiser
Foundation Study done in 2010, kids from ages eight to eighteen spent 7 hours and 38 minutes
on digital media per day and more than 10.5 hours per day when more than one digital
technology was used. That means 4.5 hours were spent watching television, 2 hours and 45
minutes were spent on computer and video games, 2.5 hours were spent listening to music, and
the remaining hour was spent on other various media. Similar numbers were recorded in years
1999 and 2004 when Kaiser Foundation conducted this study with the average child spending 6
hours and 19 minutes with digital media per day. For the 2010 study ages eleven through
fourteen spent the most time on digital media with 11 hours and 53 minutes per day, followed
closely by teenagers age fifteen through eighteen with 11 hours and 23 minutes per day, while
the youngest kids age eight to ten spent an average of 7 hours and 51 minutes per day of total
media exposure (Kulman, 2015). This tells us that media technologies is becoming more of a
factor in our childrens life whether we like it or not. So instead of us going against the grain and
trying to stop our children and students from using these technologies, we should go with the
grain and embrace these technologies to make our jobs easier and the children lifes better. There
are seven ways video games help kids in school. The first one is that it helps children become
more social. For most gamers gaming is a highly social activity especially when youre playing
online. Being social comes in handy in the learning environment when children have to make
new friends at school or when the teacher assigns group work to be done. Developed social skills
usually correlate to children having high self-esteem and good peer relationships in school. The
second way video games in the classroom help students is that it improves their critical thinking
and reading comprehension skills. These are skills that are always needed whether you are in
academia or the workforce. Video games such as Rome: Total War and the Oregon Trail teach
you about the history or the Roman Empire and the long treacherous journey from Missouri to
Willamette Valley of Oregon respectively. These games are informative as well as entertaining.
Critical thinking comes into play in these games when you have to make important decisions
early on in the game and these decisions affects you later in the game so its best to weigh all
your options before making a decision. Sometimes these games have dense material that you
have to read and understand it in order to make the correct decision. Next, video games are well-
suited for individualized learning. Every student learns at a different pace and video game
designers cater to this. They allow games to adjust to the users performance and preferences.
For example if the user gets one wrong the game adjusts and gives the user an easier challenge
but if the user gets too many right the game will adjust to make the challenges more difficult.
Video games also teach new technical skillsets when the users play them. Skills such as coding
and debugging are being learned in these video games now. Games such as angry birds are
teaching kids how to code video games and on websites like code.org you can make your own
flappy bird games. Doing things like these can help improve children spatial thinking, reasoning,
memory, perception, and problem solving. Going back to individualized learning this next step
help facilitate that and gauge the childrens cognitive development. Video games are able to give
you real-time statistics that show you all of your strengths and weakness of your cognitive
ability. This is a lot more detailed than the usual quizzes and test that are administrated by most
educators. Seventy-eight percent of teachers in a national survey agreed that digital games
improved mastery of curricular content and skills of low-performing students and seventy-one
percent agreed that they improved mastery of extra-curricular skills. It also helps students to stay
engaged with the material because most low-performing students are usually disengaged with
whats going on in the classroom. Video games motivate low-performing students to attend
class, pay attention, and make stronger efforts to want to succeed. The last way video games in
the classroom help children is the fluid and literary-like engagement with ethically and morally
complicated situations. Certain simulation video games allow you to understand sensitive social
issues so that you are able to make the right decision in real life without pressure from your peers
or teachers. This is very important because empathy and compassion are cornerstones of a happy
life (Loo, 2014). For another perspective on how video games are used in the classroom I
decided to interview my nephew and niece who are in fifth and eighth grade respectively about
when they started using video games in school as well as which ones they use and how effective
they are. They were very enthused about using video games in the classroom as well and
preferred this teaching method over the archaic worksheet and lecture method. My nephew and
niece are both kinesthetic learners so being interactive in the classroom is a must for them. I was
told by my niece that games such as Kahoot and Edpuzzle keeps her engaged and from becoming
off task in the classroom. To her this is a lot better than the daily worksheets that she had to
complete in elementary. My nephew claims his math skills have improved drastically with games
from the websites prodigy.com and dreambox.com. I even sat with him and played the game on
the website prodigy.com and was impressed with what I saw. The game makes you feel like
youre on a real adventure and when you get a math questions wrong it sets you back from
getting to your destination just like in real life, definitely a game I would recommend for
elementary students. This game can teach children lessons about math as well as real life. He
tells me that the students use this game and other website games to complete classroom work as
well as homework assignments that can be done at home if they have internet access. I believe
the educational system is taking steps in the right direction by incorporating online video games
in their curriculum. Who knows, at this rate there might be such a thing as distance learning for
elementary, middle, and high school students. Will this be good for our kids, only time will tell.
References
Flatow, I. (1992). October 1958: Physicist Invents First Video Game. Retrieved
Cohen, D. (2016). The Atari 2600 - A History of the Atari VCS. Retrieved December 03,
Takahashi, D. (2013, November 25). More than 1.2 billion people are playing games.
people-are-playing-games/
Kulman, D. R. (2015, July 13). How Much Time Do Kids Spend With Technology?
do-kids-spend-with-technology/
Loo, K. (2014, November 04). 7 Ways Video Games Will Help Your Kids in School.
games-help_b_6084990.html
Shapiro, J. (2015, March 30). How Video Games In The Classroom Will Make Students
https://www.forbes.com/sites/jordanshapiro/2015/03/30/how-video-games-in-the-classroom-
will-make-students-smarter/2/#367dcffc4246
Demonstration
https://youtu.be/uBoljEoUDL4