Gaming in Education
Gaming in Education
Gaming in Education
Gaming in Education
Samantha M. Justice
Abstract
educational field. This paper reviews the benefits of utilizing game-based learning in regards to
education. The paper then goes on to describe digital and non-digital based games. Although
digital game integration has proven to improve student learning, digital gaming is not fully
integrated by educational professionals. Some educators prefer non-digital game based learning.
However, through personal experiences and intensive study in regards to educational digital
games, I have determined that this technology integration is essential to provide a meaningful
education that is differentiated to meet the needs of all students. This paper seeks to answer the
question: Why should educators integrate game-based learning into their classroom instruction?
It is hoped that this paper will inform and persuade practitioners as to why it is essential that
Digital-based games for education have the potential to make kindergarten through
twelfth grade classrooms more engaging and conducive to student learning. However, the
question is, what has been the real experiences among teachers who have used digital-based
games in the classroom? After viewing the works of An, Cao, Castellar, Takeuchi, Vaala, and
more I have discovered benefits and disadvantages to utilizing digital-based games in the
classroom.
After reading the work of Yun-Jo An and Li Cao I learned that their research findings
primarily stated the benefits of utilizing digital game-based learning in the classroom. First,
game design experience had a positive influence on the participant’s attitudes and self-efficacy.
Additionally, digital games help students develop higher-order thinking skills. Lastly, this article
stated that digital game-based learning helps learners develop 21st century skills while making
Afterwards, I reviewed work by Castellar. I learned that Castellar and her colleges
explored whether traditional methods and game training differ in terms of the cognitive
processes. The mathematics game was modified and its contents extracted to allow precise
comparison between the gaming and paper exercises condition. This means that each single math
exercise, type of question (e.g., multiple choice), quantity and order was perfectly matched in the
game training and the traditional training conditions. Gains in arithmetical performance, and self-
reported measures of enjoyment were also investigated. The authors found some evidence
suggesting that arithmetic performance enhancement induced by game play and paper exercises
DIGITAL GAMING IN EDUCATION 4
differ not only in terms of enjoyment but also of working memory capacity improvements.
Overall, the digital gaming was proven to impact student achievement more so than the paper
exercise.
Next, I read a study by Takeuchi and Vaala. This study surveyed nearly seven hundred
kindergarten through eighth-grade teachers on how they’re using digital games in the classroom.
Seventy-four percent of kindergarten through eighth-grade teachers report using digital games
for instruction. What I found most interesting from this study was teachers who use games more
often report greater improvement in their students’ core and supplemental skills. Most teachers
reported using short-form games that students could finish within a single class period. While
lack of time is a likely explanation, teachers may also find shorter-form games to be easier to
map to curriculum standards. Lastly, seventy-one percent of digital game-using teachers report
that games have been effective in improving their students’ mathematics learning.
In contrast to the works by An, Cao, Castellar, Takeuchi, and Vaala explaining the
benefits of utilizing digitally-based games for education, I also found works that disputed their
Flanagan, and Belman support the utilization of game-based learning. However they suggest it
by non-digitally-based.
Nitin Naik work evaluated the use of digital and non‐digital game‐based learning. It
explored the use of both formats in regards to education. Naik’s research was based on game-
based learning in relation to mathematics. Naik stated that Game‐based learning (GBL) is
commonly deployed in education. GBL can be broadly classified into two main categories:
(NDGBL). DGBL is more popular and covers all types of computer and video game‐based
has a proven track record. As stated in the article, non‐digital games pose fewer problems than is
the case with DGBL, which make them potentially useful in education (Naik, 2014). When
utilizing DGBL educators can encounter problems. Such problems include a lack of devices,
The last article I studied, by Kaufman, Flanagan, and Belman, was a randomized
experiment. In this study a sample of students (ages 11-17) played a cooperative game presented
in either a non-digital format (board game) or digital format (mobile app). The study indicated
that players of the non-digital version of the game exhibited significantly higher post-game
systems thinking performance, whereas players of a nearly identical digital version did not did
not demonstrate strong thinking performance. This discrepancy was accounted for by key
differences in playing the two formats. Specifically, players of the digital game exhibited a more
rapid play pace and shorter turn length, meaning that they discussed strategies and consequences
After viewing works that support and discourage the utilization of digitally-based games I
understand the challenges and rewards associated with the topic. However, I personally
encourage the utilization of digitally-based games. I use them frequently within my own
Throughout my research I was able to come to a singular conclusion. Despite the dispute
game-based learning was beneficial to student learning. Game-based learning promotes student
References
An, Y. J., & Cao, L. (2017). The effects of game design experience on teachers’ attitudes and
perceptions regarding the use of digital games in the classroom. TechTrends, 61(2), 162-
170.
Castellar, E. N., All, A., De Marez, L., & Van Looy, J. (2015). Cognitive abilities, digital games
and arithmetic performance enhancement: A study comparing the effects of a math game
Kaufman, G. F., Flanagan, M., & Belman, J. (2016). Playing the System: Comparing the
Game. In DiGRA/FDG.
Takeuchi, L. M., & Vaala, S. (2014). Level up Learning: A National Survey on Teaching with
Digital Games. In Joan Ganz Cooney Center at Sesame Workshop. Joan Ganz Cooney