The Benefits of Videogames in Education

Why Games?
Whilst video games generally hold negative connotations to violence and addition, studies are increasingly finding that online games hold positive benefits within the field of education. Research shows that gaming creates an engaging dynamic which has the ability to inspire students and improve cognitive functions from memory to social interaction.
Strategy Simulator
In gameplay, students will usually be required to solve tasks against a time limit. This time limit enables students to increase their speed when making fast, smart decisions which can range from simple problem solving to strategic and critical thinking.
VS Ascot, an independent Day & Boarding School acknowledges this importance of extending children’s development to learn, explore, play, create and think critically within the key stage 1 curriculum.
Increased memory capacity
Many games are based on memory retention, requiring students to memorise a sequence, sound or image and repeat them back to move onto the next stage. Playing memory games can improve other brain functions such as attention, concentration, and focus. This enables pupils to give space to critical thinking whilst nurturing their attention to detail.
Teamwork
When playing games, 70% of players prefer to play alongside their friends who are in the same room compared to 20% who would play alone. In many of these games, pupil’s teamwork abilities would be put to the test to achieve goals. This factor encourages pro-social behaviours as pupils must hone their communications and interpersonal skills to progress.
For students that can be competitive, games in the classroom are also a great way for teachers to be able to control competitiveness by stepping in and offering guidance.
If you are looking for pcs for games to implement educational games into the classroom environment, it’s important to use trustworthy companies with the correct technology.
Digital Literacy
Today, pupils are growing up in the digital age. Almost half of children today will have accumulated on average 30,000 hours of gaming by the time they turn twenty. Therefore, trying to separate young people from technology which will play a huge role throughout the whole of their lives will only have negative affects on their development. For this reason, many educators have instead decided to embrace high-tech methods of education and include blended learning within their curriculum. There are many online-based education methods such as “The Night Zookeeper” which bids to making writing magical through their immersive storytelling programme.
Pupils with disabilities
Videogames have also been used in comprehensive learning programmes to help develop social skills in children and adolescents with disabilities. It is reported that the visual storytelling aspects of games can lead to improvements in children’s language capabilities, mathematics, reading even social skills. Within the game world, children with disabilities often feel more comfortable to establish social connections with their peers through a shared enjoyment of the game.
Videos games make people happy!
Of course, one of the major benefits of video games can be the positive, therapeutic effects on players. When playing a game, endorphins are released that stimulate the brain to be able to relax, have fun and tune out the stress of everyday life. This feeling of happiness and excitement allows students to create positive connotations with a classroom environment.
Games can also be a great way to gauge how students are progressing without the stress of exams and worksheets. This less stressful approach will allow students to demonstrate their knowledge, skills and understanding of a topic without feeling pressured, ultimately leading to better and more honest results.
Why wait?
Blending games into the curriculum draws students into learning in ways that most traditional forms of teaching cannot. Games are a great tool to use in the classroom to help pupils consolidate new knowledge and motivate students to demonstrate their achievements without the need of tests and worksheets. Through bridging the gap between learning and gaming, students are showed that learning is a case of trial and error, repetition and practice, and of determination to reach the final goal. Implementing entertaining mediums such as gaming into school curriculums will open unimaginable doors to the future of learning for current and future generations to come.