Video Games in Education Final
Video Games in Education Final
Video Games in Education Final
Raya Castaneda
Mrs. Sansom
English 1301
Teachers have a very hard job: teach kids what they need to know while keeping
them entertained and engaged in the classroom. Most of the time only one of those
objectives, the teaching-the-kids one, is reached. However, sometimes the teacher has a
hard time even with teaching because he or she can’t convince the class that the material
is fun, or even necessary, to learn. The kids, stripped of their ability to text, to listen to
music, or to utilize their digital devices in any other way, get frustrated because there’s
result of their boredom, they tune out the teacher and don’t learn anything. Some teachers
plow valiantly ahead armed with their lectures and textbooks and PowerPoint
presentations, hoping that some students amid the sea of so-called “lazy” kids find the
material interesting enough to concentrate on. Other teachers, however, have realized that
those teaching tools don’t always get the job done, which is teaching kids. These teachers
have found another tool to entice students to pay attention in class, one that’s long been
parents and teachers. When someone picks up and begins to play a good video game, he
or she gets immersed into its depths, sometimes for hours on end. For parents, this
magnetism games have on their kids can be quite a hassle to deal with, especially if said
kids haven’t finished their homework yet. For teachers, video games are their worst
nightmare because they turn kids away from studying and doing homework. Some
teachers, however, have spotted the potential that video games have for education: they
satisfy kids’ inner technological cravings, they challenge the kids with its tricks and
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puzzles that require knowledge application to conquer, and they keep the kids focused
from beginning till end. These teachers realize that video games can do what textbooks
and PowerPoint presentations cannot do: make learning fun. Therefore, the use of video
games in the classroom stimulates students’ interest in the class material and enables
Research on the use of video games in education has discovered many positive
effects in kids. First of all, researchers have found that using video games in education
application skills. In June 2009, the Joan Ganz Cooney Center at Sesame Workshop
concluded that video games provide “an important, untapped opportunity” to support
learning (qtd. in “Video Games”). One example of such a video game is SimCity, a game
where the player constructs his or her own city and decides how to run it. The National
classrooms. According to the 2010 internet article “Video Games & Education,” SimCity
plays an important role in many “gaming schools as it has shown to improve students’
problem-solving and analytical skills.” Other parts of the brain improved when video
games were used for education. According to Steven Johnson, author of Everything Bad
Is Good for You, video games helped kids improve IQ test scores. Jonathan Roberts adds
to these results, adding that women who play 3D games improve in spatial rotation tests.
Even a surgeon’s skill at “key-hole surgery” improves with the aid of simulation games,
Another benefit that researchers have discovered is that video games improve
kids’ grades. There was a study conducted by the University of Central Florida that
measured the effectiveness of video games on kids’ math test scores. Two groups of
students took a math test, one that played the video game Dimension-M over a period of
18 weeks, and a group of kids who didn’t play any games. The former group’s math test
scores increase by 8.07 points compared to the increase of only 3.74 points that the latter
group attained (“Video Games”). Even violent video games have a silver lining in terms
of educational benefits. A study done by Daphne Bavelier, assistant professor in the brain
and cognitive science department at the University of Rochester, showed that violent
games helped “improve math performance and other brain tasks” (Matthews).
Just because of the nature of video games, they can make kids engage more in
class. Video games offer a new approach to traditional methods of teaching. They
challenge kids with puzzles that can sometimes take quite a bit of brainpower to solve.
Huna Yusuf, author of the article “Video Games Start to Shape Classroom Curriculum,”
asserts that instead of learning the material, students apply their knowledge through the
use of simulated role playing. The interaction boosts students’ learning. Johnson agrees,
saying that video games can make kids intellectually ‘smarter.’ In order to beat them,
the player. Johnson explains that, because games demand so much of the player’s
attention to detail, players as a result absorb more information, are more adaptable to
change in situational details, and “have improved visual attention” (Phillips). Yusuf adds
that if video games can be successfully integrated into a course, “given limited time and
Instead of taking notes and memorizing dates, students apply what they already
know in simulated situations. Examples of games that teach kids while challenging them
include Making History and Food Force. Making History is a video game that simulates
important historic events such as World War II. Students become the leaders of nations,
and they have to decide, based on past data and events, how to lead their own nation.
Making History is meant to “simplify history” and make history fun and accessible to
students (Visscher 38, 39). Food Force, a computer game created by the United Nations,
teaches kids about hunger issues plaguing the world. It lets kids lead their own “virtual
food-aid campaign” (Visscher 35). Educational games can still teach kids while making
While research has proved that video games would make a useful and exciting
addition to any class, there has also been a built-up opposition against using video games
in the classroom. People against the idea of video games incorporated into education are
concerned that video games will not only fuel the fire of childhood obesity, but also limit
their brain activity and natural reflexes, making them ‘dumber’ as a result. Another idea
about video games is that video games bring only “instant, electronical gratification,”
making other playtime activities look boring to kids (Suellentrop). Also, violent video
games, according to the oppositionists, will only desensitize real-life violence and inspire
aggression upon the kids. They are, as put by Craig A. Anderson, author of the article
“Violent Video Games: Myths, Facts, and Unanswered Questions,” “more hazardous
than violent television or cinema” on kids. Gawin McKiernan warns that “…when it
comes to violent video games, any positive effects are outweighed by the negative” (qtd.
in Matthews).
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The opponents don’t come without data. A study conducted in Japan showed that
children use only a part of their brains when playing video games. They “used a smaller
portion of their brains” than children who did simple addition (Hunsinger 13, 14).
Hospital in Hamilton, Canada, “obesity among children has increased quite dramatically
in the last 20 years” (qtd. in Hunsinger 15). As for the violence issue, studies have shown
that violent video games are related to “increased aggressive behavior, thoughts, and
While these pieces of evidence appear like they give the opposition a strong
defense, they can still be answered to. For example, the same study by Daphne Balevier
shows that there is a silver lining when it comes to violent video games. According to
Balevier, “people that play these fast-paced games have better vision, better attention and
better cognition” (qtd. in Matthews). The study, which involved games such as Medal of
Honor and Unreal Tournament, also shows that people who play ‘pro-social’ games learn
the importance of teamwork and cooperation, and those people will more likely help
people in need in real life (Matthews). For the health issues, while it can’t be denied that
most video game activity is considered sedentary, there are video games such as the
simulation games like Dance Dance Revolution, or DDR, and Guitar Hero that are being
incorporated into school, and they are anything but sedentary. According to a West
health and well-being, positive effects of DDR include “better arterial response to
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increased blood flow, an increase in aerobic capacity,…no weight gain,” more self
confidence, and a renewed interest in physical education classes (O’Hanlon). Finally, for
the argument that video games only deliver short bursts of pleasure for children, that is a
misconception. The best video games, according to Suellentrop, are puzzlers that take a
very long time to finish, from many hours to many weeks. This “delayed gratification,”
Suellentrop believes, should make gamers more successful in business than nongamers.
Video games have long been known to be used as mere playthings. They have
been marketed that way for years. However, with the decline in kids’ interest in the
classroom, teachers have increasingly turned to video games to spice up the class
material. Studies have proven that video games actually benefit kids in terms of learning
instead of hindering them. Since video games improve kids’ grades, mental abilities, and
focus on class material, they should be welcomed as alternative tools into the school
curriculum.
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Works Cited
Anderson, Craig A. “Violent Video Games: Myth, Facts, and Unanswered Questions.”
Haugen, David M., ed. Video Games. Detroit: Greenhaven Press, 2008. Print.
Hunsinger, Earl. “Excessive Video Game Playing Can Adversely Affect Children’s
Democrat and Chronicle (Rochester, NY). 28 May 2010: n.p. SIRS Researcher.
O’Hanlon, Charlene. “Some Video Game Playing Can Have a Positive Effect on
Children’s Health.” T H E Journal, vol. 34, no. 4, April 2007, pp. 34-39. Print.
Suellentrop, Chris. “Playing With Our Minds.” Wilson Quarterly Vol. XXX, No. 3.
"Video Games & Education." The Entertainment Software Association - Home Page.
Visscher, Marco. “Video Games Can Benefit Classroom Education.” Ode, vol. 36, Sept
2006. Print.
Yusuf, Huma. “Video Games Start to Shape Classroom Curriculum.” Christian Science