Can video games be used as an instructional medium to educate students in formal learning environments in conjunction with or above and beyond current instructional materials? This is a critical question that I spend a lot of my free time thinking (and writing) about because whatever its answer has powerful ramifications for both the video game industry and educational instruction. Without question, there are many, many other relevant and important cultural as well as empirical questions that can be derived from the one I posited above, such as "What knowledge (if any) is learned from playing simulation games like The Sims or Civilization?" and "If knowledge is learned from engaging in video game play, is that knowledge transferable to other domains?", and it is my intention to discuss many of these and other questions that probe the nexus of video games, education, and psychology using this blog as my voice. Further, I hope that this blog will inspire thought and constructive commentary on this issue amongst readers of my posts. So, what are your current opinions about video games usage in educational settings? Do they have a role to play in the classroom amongst our textbooks, whiteboards, instructional videos, and standardized tests? And, if so, what role is that?
Video games and education: A starting point for an in-depth exploration
By commonsdilemma - Posted on July 14th, 2009



I think you can learn quite a bit from video games, especially The Sims (psychology) and Civilization (history). Does anyone remember Number Munchers (math)? I dare say that Halo (physics), Legend of Zelda (problem solving), and Rock Band (music) are valuable learning tools as well. And there are plenty more - Halo: Custom Edition (programming and geometry), Cooking Mama (cooking), Wii Fit (physical fitness), Command & Conquer (strategy), ...
If you like games based in physics, check out World of Goo! :-)
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Me and a friend put on our thinking caps and tag-teamed the first dozen or so levels. This game is fabulous! Its up there with Portal on my amazing puzzle games list.
I think you make an excellent point with your comment, and I concur that all of those games you listed do likely teach something (e.g., decision making, problem solving, strategy, etc) to the players who play them. However, a critical issue concerning their use in an educational setting is how much of that knowledge is transferable? That is, if a child plays Legend of Zelda for several hours a day and shows increased comprehension and success at solving the puzzles found in that game, how much of that success transfers over to other tasks, like solving mathematical word problems or logic puzzles that having nothing to do with the game itself? Demonstrating that gains made in conceptual knowledge and skill acquisition from playing video games transfers to gains in other domains is incredibly important and is crucial for convincing educational leaders and government agencies to implement and use games in formal educational settings (because clearly we don't just want to educate children on how to be good Legend of Zelda players!). In educational parlance, we must show that video game use in the classroom leads to increased positive outcomes, and it is here where we need additional empirical research to be conducted.
Thanks for your comment! :)
It sounds like you need to do a full blown study on the subject, with test subjects and the works, to answer the questions you raise in this comment and in your blog.
Also, you might want to bring up whether you're discussing existing games (i.e. Zelda, Mario Cart, whatever) or hypothetical games to be created in the future specifically to enhance education. Or both. I don't know, it sounded good. :)
And if you want to get an idea of what other bloggers have had to say on the pros and cons of videogames, check out the link "Search" in that navy blue line at the top of the screen. Search "videogames" and I bet you'll get a whole slew of thoughts on similar subjects, including yours truly.
Good tip about the search. I always think its funny that some many people rave about how much you can learn with video games but then turn around and say you can't blame video games for the learned violence some people commit.
I am willing to bet alot of those 'video game' searches will turn up blogs on the negative aspects.
I thinki t all comes down to how the games are viewed and taken individually and that they might be a tool to an end but there has to be other ways and blatant learning has to occur for the games to make any sense.
There are very few human beings who receive the truth, complete and staggering, by instant illumination. Most of them acquire it fragment by fragment, on a small scale, by successive developments, cellularly, like a laborious mosaic.~- Anais Nin
Well, mine was actually a positive one. :)
It really depends on who is playing the video games, in my opinion. Sure, any form of violence could have a strong negative impact on sensitive people, especially children, so then I think you see the "bad side". But if mature ratings aren't ignored (like they often are) and the game players limit their time playing, there really shouldn't be a problem.