Reasons Video Games Should Be More Widely Use

Reasons Video Games Should Be More Widely Use

China banned video games from students during school hours and limit them to one hour per week on Fridays, weekends, and holidays in an attempt to reduce the amount of time they are use by young people. The new rule went into effect on September 1, 2021.

As a scholar and videogame designer, I don’t think there is any need to restrict videogame play during school weeks. Instead, I believe it is necessary to expand it during school hours. Video games are among the most loved mediums of today. One estimate suggests that the global gaming market could reach US$268.8 trillion annually by 2025 a significant increase on the $178 billion in 2021.

Gaming money does more than just provide a virtual escape from reality. James Paul Gee, a long-standing literacy professor, has repeatedly demonstrate that video games can be use in K-12 education to enhance learning. Greg Toppo, a teacher and education writer, reached the same conclusion with his book The Game Believes In You. How Digital Play can Make Our Children Smarter.

Long History Video

Video games are not new to the classroom. Many people who attended school from the 1970s to the 1990s will be familiar with The Oregon Trail, a video game that was first introduced in a classroom in 1971.

The game sees players leading settlers through the Midwest, following the example of Lewis and Clark. This game was release just before the establishment of the video gaming industry with the 1972 release Pong, which is an electronic version table tennis.

Although educational video games have been in use in classrooms for over 50 years, and despite the fact research has shown that they can be very effective, they aren’t as common today.

Since the time of The Oregon Trail, many educational games have been create. The most well-known are. Zoombinis, Math Blaster!, Zoombinis!, Math Blaster!, Zoombinis!, History Maker VR, DragonBox Algebra, and Where in the World is Carmen Sandiego? The majority of games are suitable for elementary-level students from pre-K through grade 6. These are five reasons I believe video games should be in every classroom.

Students Can Stay In STEM By Playing Video Games

The President’s Council of Advisors on Science and Technology determined that the country needs to develop the STEM workforce of tomorrow in 2020. Students drop out or change programs in science, technology engineering, and math because of difficulty with introductory courses like calculus.

A calculus game has been develop by the University of Oklahoma to help students excel in calculus. A study by Texas A&M University has found that students are more proficient in calculus when they use a purposefully designed learning game like Variant: Limits.

They Offer Experiential Learning Video

According to the Organization for Economic Co-operation and Development, teaching students 21st-century skills such as creative problem solving is essential for the future workforce. DragonBox Algebra is a game that allows students to solve math problems in a fantasy setting. This helps students develop critical thinking skills.

Civilization allows players to be civic leaders and help nations prosper. Learners can join the Medici family to become bankers and patrons of the arts in ARTe: Mecenas. Experiential learning is a way for students to learn and develop skills that they might not have otherwise.

Failure Is A Learning Experience For Video Players

Students can learn from their mistakes and use them to make new ones. Games allow them to be natural failures. Burnout Paradise is one example of a game that makes failure fun. Players can crash their cars in the game. The more dramatic the crash, the more points you get. This allows players to learn from their mistakes and correct them before they attempt again.

Jesper Juul, a video game author and theorist, wrote in The Art of Failure that video games are part of what makes them so interesting. A player’s failure to win a game can make them feel inept, but they can quickly redeem themselves and learn new skills.

Engaged Students In Content

Only 60% of all class time is used by students for learning. It has been found that students are only marginally more productive if they have their school days extended to allow them to learn. Engaged time on task is a better way to maximize learning time. Engaged time on task is a better way to maximize learning time. Students who are passionate about a topic are more likely to be engaged. This makes learning more enjoyable.

Teachers can engage students in the classroom. Teachers can engage students in the classroom, but when it comes time to motivate their students with homework, they have to use other methods. Games are one way. Educational games can be used to increase motivation and engagement. This will allow students to spend more time on their task.

Games Make Complicated Knowledge Fun

According to educational theories, knowledge cannot be taught; students create it themselves. To make their knowledge more complex and higher-level, learners build upon previously acquired concepts.

Many students find the periodic table of elements difficult to remember and learn. Middle school students can learn a complicated three-dimensional matrix of 27,624 values by playing the popular videogame Pokemon. The game’s essence is to figure out how to combine 17 different attack types when fighting other Pokemon. Each Pokemon can only use one or two attacks. The best way to learn about the possible combinations is not by looking at a huge table of 27,624 entries. Instead, players must play the game. Students learn the game through playing it. They also acquire core skills such as literacy and how to compete with grace, sportsmanship and abstract thinking.

Although Pokemon was not designed to be an educational game in any way, its design principles (and those of other video games) could easily be applied to create educational games for classrooms.