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John M Vazquez
University of Houston
Video Games in Education 2
Background
Videos games are constantly evolving and started in the 1950s with Professor A.S
History.com Editors. (2017, September 1). The 1970s and 1980s would lead to the foundation of
video games with titles such as Pac-Man and Donkey Kong. 3D gaming would soon become
popular in the 1990s. For many years, video games would receive backlash from the older
community because the older generation believed that video games led to violence and laziness.
After decades of improvement, video games have led to a $100 billion industry and created many
different genres of video games. Video games now being used in the classrooms have changed
Research
Elizabeth, S. S. (2005) states that video games offer various routes to success, create
autonomy, and simulate real-life consequences. Just like the mainstream games, video games
allow the user to enter a fictional world in which they can take the role of a fictional character
and help them make decisions that will affect their life. According to Staiano, A. E. (2014), he
highlights research indicating that the activity of fitness play appears to improve a player's
executive functioning skills, as well as cross-sectional data that show an association between
children's fitness and higher executive functioning. If implemented properly, video games can be
used in the classroom for physical education classes. Educational video games come in more
than one genre including but not limited to role-playing, simulation, and strategy.
This may not be a genre of video games but this style is unique to 2D and 3D gaming.
Pantelidis, Veronica. (2009) states that VR gaming provides the user with a more enhanced
first-person style experience with learning material and cannot be obtained with any other style
of formal education. She also notes that VR gaming aligns with Constructivism theories of
education. Also, VR gaming ensures that the student is actively participating and does not allow
passivity. VR gaming has been present in the gaming industry for decades and even includes a
failed model from Nintendo called the “Virtual Boy” that was unpopular among gamers in the
1990s. This past decade in the 2010s, the rise of the VR entered the gaming industry as graphics
and sound dramatically improve. Once VR becomes more prevalent in the gaming industry, there
was a spark in interest from the educational community as teachers began to experiment with this
Video games are currently being used in the classroom and are making a difference in a
child’s education. McElhany, L. S. (2016, May 17) recommends educators to use to following
programs such as Minecraft EDU, Kahoot, Class Dojo, and Quizziz. Class Dojo is a classroom
management tool that helps students with behavioral issues and encourages students to be active
listeners and participate in the classroom. Minecraft EDU can help students create instructional
experiences by having the students create worlds similar to worlds in fictional books like The
Hunger Games.
Personal Experience
technology teacher, I have seen video games being assigned to students. Some of the current
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games that are currently being used in classrooms include Kahoot, Quizlet, CoolMathGames, and
Interland. I have seen students use Interland in class as it guides students on how to be safe on
the internet while presenting a role-playing game. The students would tell me that their
Suggestions
Staiano, A. E. (2014) recommends that educators ensure that video games are not
“boring” but challenge the student. Also, the games should match player skills and interests
otherwise the game will feel too simple or too challenging for the user. The teacher should
experiment with more than one genre of games and cater to the interests of the students. As noted
by Dr. James of the Center for Children and Technology; academics build games based on
psychological theories meanwhile game designers focus on “hunches” or their gut feeling in their
game design. Another suggestion is to have educators check to see if the games help the students
identify a real-life simulated problem from a video game. Kenny, R., & Gunter, G. (2011)
recommend that educators overcome any stigma against video games and create content-specific
Final Thoughts
As video games and technology have dramatically changed in the past thirty years, the
audience remains the same. Children are the main audience for popular video games and
technology will often be used by children such as Ipads and VR. With the rise of video games in
the classroom, there will be more deep first-person experiences that students can use for an
experience of past events. VR will eventually become popular in the classroom but will require
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additional time due to costs. Teachers and administration need to prepare for the constantly
changing technology that’s about to enter the classrooms and be ready to integrate content.
Video Games in Education 6
References
Elizabeth, S. S. (2005). Evolution in the Classroom: What teachers need to know about the video
game generation. TechTrends, 49(5), 17–22. doi: 10.1007/bf02763685
History.com Editors. (2017, September 1). Video Game History. Retrieved from
https://www.history.com/topics/inventions/history-of-video-games
Kenny, R., & Gunter, G. (2011). Factors Affecting Adoption of Video Games in the Classroom.
Journal of Interactive Learning Research, 259–276.
Lieberman, M. (n.d.). Four Ways to Teach with Video Games. Retrieved April 23, 2020, from
https://currents.dwrl.utexas.edu/2010/lieberman_four-ways-to-teach-with-video-games.html
McElhany, L. S. (2016, May 17). The Hidden Value of Gaming in Education. Retrieved from
https://www.sagu.edu/thoughthub/the-hidden-value-of-gaming-in-education
Pantelidis, Veronica. (2009). Reasons to Use Virtual Reality in Education and Training Courses
and a Model to Determine When to Use Virtual Reality. Themes in Science and Technology
Education.
Staiano, A. E. (2014). Learning by Playing: Video Gaming in Education—A Cheat Sheet for
Games for Health Designers. Games for Health Journal, 3(5), 319–321. doi:
10.1089/g4h.2014.0069