Video Games in Education

2012 ◽  
Author(s):  
Yan Peng Lim ◽  
Pei Shin Lim ◽  
Azmawati Mohd Lazim
2016 ◽  
Vol 5 (3) ◽  
pp. 28-34 ◽  
Author(s):  
Ph.A. Belkin

This article surveys the main directions of gamification of education. Using a typology of formation of educational space in relation to the virtual space when creating educational computer games (Whitton N. 2009), it shows the degree of involvement of educational computer and video games in education of modern children in Sweden, Finland, Australia, USA and many other countries. It marks a re-orientation of this type of games from the needs of an adult in connection to a child, in direction of the child's needs. It shows that the questions of development of effective, environmentally friendly and at the same time securely motivated educational computer and video games, as well as the question of their impact on child's development in long perspective remains open. In addition, the article states that psychological research of educational tools’ gamification is aimed primarily at addressing the problem of dyslexia, leaving unstudied such specific problems of children as dyscalculia, or the effect of education when mediated by virtual space


Author(s):  
Rafael dos Passos Canteri ◽  
Laura Sánchez García ◽  
Tânya Amara Felipe de Souza ◽  
Carlos Eduardo Andrade Iatskiu

2019 ◽  
Vol 5 (2) ◽  
pp. 351-368
Author(s):  
Mohammed Alqurashi ◽  
◽  
Mia Kim Williams ◽  

2016 ◽  
Vol 22 (8) ◽  
pp. 1993-1996
Author(s):  
Sanja Vlahović ◽  
Iva Bulatović

2021 ◽  
Vol 15 (3) ◽  
pp. 61-74
Author(s):  
Anne Achieng Aseey

Education is one sector that tries to be consistent despite facing several changes. Vari- ous factors and emerging trends have affected the sector both positively and negatively. The scope of the digital divide is more pronounced in the developing countries and the COVID-19 pandemic exacerbated the technological struggles in Africa more than before. Technology is an enabler in education but not in all contexts because it also causes other challenges that increase the vulnerability of learners and educators in diverse circumstances. The proliferation of digital devices, especially mobile and smart devices, has brought in new changes and innovative ideas that have impacted the sectors input, output, and outcome. Leaners have demonstrated various degrees of adoption and absorption of new devices, and simultaneously educators have integrated and adapted to new pedagogies that resonate with the situation. As a continent, Africa has experienced an emerging trend with digital and non-digital devices interconnected for educational purposes on demand whenever needed. In developing countries like Kenya, more innovative ways of learning have been harnessed for learning and teach- ing purposes .With the penetration of the World Wide Web, the internet of things, availability of electronic devices, and improvement in information communication and technology infrastructure. Video games, which can be played on many platforms and electronic devices, can easily be leveraged for teaching and learning purposes. This study was conducted among learners and educators in an urban setting in Nairobi County, Kenya. The study investigated the potential of video games in education as used by leaners and teachers. The findings indicated that most leaners targeted had personal mobile devices. This gave them easy access to video games, which led to the popularity of these games. The findings also indicated that the leaners were not allowed to use digital devices like mobile phones in the classroom at school but had limited access to video games through desktops and laptops available in their institutions. The findings also showed that the majority of teachers were not keen on using video games for teaching and learning purposes, and this scenario presented a disparity in and a barrier to using multi-disciplinary approaches and integrating technology in teaching and learning. The study recommended that, with more electronic devices available for leaners and other education stakeholders, it is necessary to harness video games for learning and teaching purposes to allow for innovation, discovery, critical thinking, and experiential learning among learners.


2013 ◽  
Vol 6 (2) ◽  
pp. 341-360 ◽  
Author(s):  
Cameron Pittman

The author, a high school physics teacher, describes the process of teaching with the commercial video game Portal 2. He gives his story from inception, through setbacks, to eventually teaching a semester of laboratories using the Portal 2 Puzzle Maker, a tool which allows for the easy conception and construction of levels. He describes how his students used the Puzzle Maker as a laboratory tool to build and analyze virtual experiments that followed real-world laws of physics. Finally, he concludes with a discussion on the current and future status of video games in education.


Author(s):  
P.G. Schrader ◽  
Kimberly A. Lawless ◽  
Hasan Deniz

There has been an abundance of writing about video games1 in education. Characteristic of a young field, much of this work is theoretical and not necessarily based on data (de Freitas, 2006). Classroom integration strategies rely on researchers’ arguments, anecdotal evidence, and teachers’ pragmatism. Unfortunately, video games are often created for profit and to entertain, leaving many additional issues to consider (i.e., marketing, effectiveness, etc.). Researchers’ arguments combined with video games’ widespread popularity and potentially spurious advertising may leave teachers confused or misinformed. To exemplify this issue, this chapter contrasts the salient properties of a commercial game (Spore), an immersive context with game-like features (Quest Atlantis), and a pedagogically based immersive context (GlobalEd 2). Specifically, the authors describe the educational and technological affordances of three contexts, the limitations associated with each, and the necessary yet pragmatic steps involved in their classroom use.


Author(s):  
Germán Mauricio Mejía ◽  
Felipe César Londoño ◽  
Paula Andrea Escandón

Colombia is a country that is growing in technological and economical areas, but cultural diversity, armed conflict, and everyday violence are forces that lessen the progress. The Ministry of Education proposed in 2004 standards for citizenship competencies that intend to teach children and youths abilities to live peacefully and respect the others. These standards have encouraged multiple initiatives and innovation to achieve goal in social and citizenship competencies. A research group of Universidad de Caldas created and evaluated a serious virtual game to support this policy. The game is a multiuser virtual game called Civia that shows a metaphor of collective challenge. Peaceful interaction, participation and respect are values required for survival in the game. Players can take individual decisions that affect positively or negatively the collective status, but an overall positive balance is needed to maintain collective resources. It was expected that collective auto regulation led to the learning of patterns and competencies to live peacefully together. Currently, there is no consensus in the research community about what and how video games can take learning outcomes and behavioral effects. An evaluation of the game shows positive results; however, some concerns about the complexity of everyday life about social interaction and learning transferability arise. The authors discuss findings according to proposed theories and models about effects of video games in education and behavior.


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