Educational Video Games: Emergence, Existence and Possible Evolution
Educational Video Games: Emergence, Existence and Possible Evolution
Tartu University
Date: 05/01/2023
Tartu
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Introduction
Games that are intended to teach players something new or aid in the development of
arithmetic, science, reading, language arts, and social studies, can be taught using them.
Educational games come in a wide variety of formats, such as simulations, puzzles, tests, and
interactive games. Educational games can be played in schools or at home and can be
customised for different age groups and skill levels. A significant quantity of research has
been conducted on the usefulness of educational games, and many of these games are now
created with the use of evidence-based methodologies. These practices can include the use of
clear learning objectives, formative assessment, and feedback to help learners progress.
In one form or another, educational games have been around for millennia. But over
time, there have been substantial changes in both the design and application of instructional
1. Technology: The emergence of new technology has been one of the main forces
behind change in educational video games. Since the invention of computers and the
2. Research: The usefulness of educational games has also been extensively studied,
which has sparked the creation of novel game-based learning strategies and the
focus on the needs and preferences of specific students. This can be done by adapting
the game's content and level of difficulty to the player's skill level or by using data on
4. Gamification: To entice and interest players, many instructional video games now
Last but not least, instructional games have seen a significant increase in popularity in recent
years. They can now be found on many other platforms, such as computers, tablets, and
smartphones, and are utilised in classrooms and households all over the world. This paper
shall attempt to see how educational video games have progressed and what kind of impact it
has had on students. It will also try to deduce what the future beholds for educational video
games. It is important to understand that the games under consideration are those which were
originally intended to educate and not the ones that are just video games out of which gamers
could learn something or the other or have certain educational elements in them.
With the advent of technology, traditional educational games and games, in general, got
digitised paving the way for video games to rise to fame. Since the idea of an "educational
video game" has changed throughout time, it is challenging to pinpoint the very first
instructional video game. However, video game critics argue The Sumer Game released in
1964 to be the earliest video game with the purpose to educate. “Critical Kate” Willaert dubs
this as “the first one designed for elementary school students, making it the first
“edutainment” game as we know it.” 1 The Sumerian Game did initially seem a little sparse,
but even those early iterations at least had the steward. However, it wasn't until a significant
1
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redesign took place over the course of the summer of 1966 that it became the first truly
narrative gaming experience. Even though there are mentions of games such as Logo
Programming (1967), Lemonade Stand (1979) and Snooper Troops (1982) that succeeded it,
The Oregon Trail is considered the true successor to be considered a game that had more
dominant educational purposes: This game, released in 1985, is a simulation of the journey of
a group of pioneers traveling west in the United States in the 19th century. It was widely used
in schools to teach history and decision-making skills and is often cited as one of the first
educational video games. Players are required to make decisions throughout the game
regarding their travel, including what supplies to bring, when to rest, and where to get food.
In the game, players must find their way through the wilderness, navigating through deserts,
mountains, and rivers while overcoming obstacles like illnesses and mishaps. Along the way,
geography and history of the American West. In the 1980s and 1990s, The Oregon Trail was
a well-liked video game and was frequently used in classrooms to teach history. It is still
The same decade also produced games such as Number Munchers and The Learning
Company Math, classic math games that challenge players to correctly solve math problems
in order to advance through the game. Math and Science were subjects with which most
educational games were associated traditionally. The same trend continued in the video game
era as well. After The Oregon Trail, History and Geography games started to gain a lot more
of the limelight. One franchise that became an instant hit was "Where in the World is Carmen
Sandiego". The games challenge players to track down a fictional criminal called Carmen
Sandiego, who has stolen valuable artefacts from around the world. The franchise became a
popular educational game in schools. Since then, the franchise has expanded to include many
other games, including "Where in Time is Carmen Sandiego?", which focuses on history, and
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Carmen Sandiego games are known for their engaging gameplay, catchy music, and
educational value. They have been released for a variety of computer platforms and are still
popular today. One of the earliest educational games related to science is The Human Body
which was released in the 1990s and used interactive activities to teach players about the
different systems of the human body. Educational video games that help with language and
vocabulary were also very popular towards the end of the 20 th century. Games such as Reader
Rabbit (1983), Mavis Beacon Teaches Typing (1987) and The Great Word Adventure (1995)
There is already a significant market for instructional video games, with a variety of
games accessible for students of various ages. Around the world, educational video games are
now often utilised in homes and classrooms. These games can be found on a range of devices,
such as computers, tablets, and smartphones. The use of personalization and adaptive
learning approaches, which enable the game to adapt to the requirements and skills of
individual learners, is one of the major developments in educational video games at the
moment. This can be done by adapting the game's content and level of difficulty to the
player's skill level or by using data on the player's development to modify the game in real
time. Another trend is the use of gamification tools like leaderboards, points, and badges to
engage and motivate students. Gamification can also be used to increase the enjoyment and
fun of learning. The effectiveness of instructional video games has been extensively studied,
and many games are being created with the use of research-based techniques. To aid in
learning progression, this includes the use of precise learning objectives, formative
However, insufficient and fragmented research over the past 20 years makes it
difficult to assess the potential or effects of educational games on learning. The article Video
Games in Education, addresses the claim that the educational benefit of the game was
obscured by the amusement elements. There are however some researches that oppose and
some that support the effect of educational video games on children. Children who played
instructional games were less likely to experience focus issues at school, according to a small
survey. Kids who played violent or arcade-style video games were in stark contrast. These
2009). Prosocial video games may put adults and kids alike into a friendlier mode, a state of
mind that makes us more likely to behave in helpful or kind ways. This is supported by a
number of lines of evidence, including (1) that prosocial play goes hand in hand with
prosocial behaviour in real life and (2) that prosocial play goes along with prosocial
behaviour in real life (Dewar 2013). How long the effect lasts is unclear. Maybe it simply
lasts for a moment right after play. However, even if that is true and the feeling disappears
after a given time, there may still be long-term advantages. A child has the chance to learn
about the advantages of being kind, supportive, or cooperative whenever they have a nice,
prosocial interaction with another person. It makes kids feel emotionally rewarded and more
socially attached. Therefore, it's a positive thing if playing prosocial games enhances these
opportunities. It might provide children with a small boost toward improving their social
skills.
Even while educational games have been a part of curricula since the 1980s, their
potential has not yet been completely realised. The need for research to ultimately
comprehend the genuine advantages of educational games is greatly warranted as the area of
education increasingly turns to technology. Many players, whether young or old, believe they
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are increasing their talents in the interim, and they are also adopting favourable attitudes
In a world where many of today's students will pursue careers that do not yet exist,
digital literacy and an understanding of how systems (computer and otherwise) work will
become more crucial, according to Gershenfeld, who wrote about video games' potential to
transform education in the Scientific American. Future workers will almost probably have
employment that involves some level of knowledge of digital media and technology, he adds,
and "they will almost certainly change jobs frequently throughout their lives." The majority
philosophy of learning. Important questions concerning this relatively new media need to be
asked and answered. To build engaging virtual worlds, we must comprehend how effective
commercial gaming conventions work. Elena Malykhina says “the biggest impact of video
games will be on students who have not responded as well to traditional teaching methods.”
A new model of learning through meaningful activity in virtual worlds as a preparation for
through extensive research on the subject. It will be possible to use video games to move our
system of education beyond the traditional academic disciplines, derived from mediaeval
scholarship and constituted within schools developed during the industrial revolution.
Some notable games of the current era include Quest Atlantis, Whyville, Minecraft, Kahoot,
Code.org, Prodigy and Duolingo. All these games have different educational intentions
ranging from teaching language and computer programming to current affairs and design and
architecture.
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