5 reasons why video games should be mandatory in every classroom

Learning should be fun

A long history

In the game, players lead a group of settlers across the Midwest following in thefootsteps of Lewis and Clark. The game came just before the video game industrywas establishedwith the 1972 release of the video gamePong, an electronic version of table tennis.The use of video games in the classroom is nothing new. Many people who went to school in the 1970s through the 1990s may recall the iconic video gameThe Oregon Trail, which made its debut in a classroom in 1971.

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

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

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

1. Video games can help students stay in STEM

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

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

2. They provide experiential learning

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

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

3. Players learn from failure

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

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

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

4. Students stay engaged in content

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

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

5. Games make complex knowledge fun

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

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

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

This article has been updated to correct an error regarding Jesper Juul, whom the article referred to as “late.” Jesper Juul is still alive. A Danish author of the same name is deceased.

Article byAndre Thomas, Director – LIVE lab and Associate Professor of the Practice,Texas A&M University

This article is republished fromThe Conversationunder a Creative Commons license. Read theoriginal article.

Story byThe Conversation

An independent news and commentary website produced by academics and journalists.An independent news and commentary website produced by academics and journalists.

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