Should Video Games Be Included in The Learning Pro
Should Video Games Be Included in The Learning Pro
ISSN 1948-5476
2016, Vol. 8, No. 1
Abdulrahman Alamri1,*
1
University of North Texas, 1155 Union Circle, #311277, Denton, TX, 76203-5017, USA
*Correspondence: University of North Texas, 1155 Union Circle, #311277, Denton, TX,
76203-5017, USA. E-mail: [email protected]
Received: October 3, 2015 Accepted: January 6, 2016 Published: February 26, 2016
doi:10.5296/ije.v8i1.8388 URL: http://dx.doi.org/10.5296/ije.v8i1.8388
Abstract
Over the last two decades, video games have increasingly become an essential part of the
ways of playing and learning. In this paper, we discuss the claim that video games should be
included in the learning process based on the argument that video games have educational
features, attract students, increase their motivation to study, and help students to use their
knowledge in practice. Video games provide an opportunity for fun and effective repetitive
practice for children. Traditional learning often fails to generate student interest in what they
are studying in class. This lack of interest can result in ineffective learning as, in these cases,
students are simply performing in the classroom but do not acquire knowledge. Students need
special motivation, which can be provided by video games. However, play video games may
also be associated with some negative behaviors such as addiction, hyperactivity, attention
problems, and impulsiveness. We discuss the specific ways video games may support
learning processes as an attractive way of delivering information and serving knowledge
acquisition in the new media era.
Keywords: Video Games, Learning and Teaching
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International Journal of Education
ISSN 1948-5476
2016, Vol. 8, No. 1
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and provide students with practical experience, which helps them understand the material
better. Griffiths (2002) stated that “Some evidence suggests that important skills may be built
or reinforced by video games. For example, spatial visualization ability (i.e., mentally
rotating and manipulating two- and three-dimensional objects) improves with video game
playing” (p. 47). In order for the knowledge to be acquired, the material should not be
memorized, but applied. Video games allow this to be accomplished in class. This helps
student develop their personalities more comprehensively (Al-Washmi, Baines, Organ,
Hopkins, & Blanchfield, 2014).
Van den Heuvel-Panhuizen, Kolovou, and Robitzsch (2013) carried out a study to solve a
sequence of early algebra problems at home among five schools that consisted of 253 student
participants of ages 10-12. Students were tested before and after the intervention. The
problems were showed on a worksheet so that students could write down their answers.
Performance was measured by a paper and pencil test, and students demonstrated a
significant gain in grade-level performance after the intervention of an online learning game
(Van den Heuvel-Panhuizen et al., 2013).
Eseryel, Law, Ifenthaler, Ge, and Miller (2014) investigated complex problem solving
development with 88 ninth-grade high school students in the Midwest. Students gained a
significant increase in the quality of problem representation after playing the online video
game McLarin’s Adventures (MMOG). Participants received the pretest of the complex
problem scenario before playing the game, then watched a video that announced the
competition by video game. The participants played the video game, and subsequently
constructed their solution as a post-test solution of the complex problem (Eseryel et al.,
2014).
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comparison with the normal lecture system, students improved their knowledge by studying
the theories in a real environment.
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(Cai & Kornspan, 2012). Also, video games were able to develop positive aspects of
interactions, and mitigate isolation, particularly for hospitalized students (González-González,
Toledo-Delgado, Collazos-Ordoñez, & González-Sánchez, 2014). Video games have been
helpful for students with autism, as Griffiths (2002) points out: “Video games have been used
in comprehensive programs to help develop social skills in children and adolescents who are
severely retarded or who have severe developmental problems like autism” (p. 48). This work
helps to disprove the well-known statement that video games are very harmful for children
and can cause only aggression.
Marino et al.(2013) investigated how students' reading level, including students with
disabilities, is connected to playing video games at home and their attitudes toward the use of
video games in the process of classroom learning. The research was conducted in 14 states
with 34 instructors and more than 870 students. The majority of students stated that they
wanted to learn the material from a video game rather than from traditional learning from
textbooks, laboratory studies, or even the Internet. Experiential study used different
techniques to collect data including tests, interviews, observation, and video recording. It
consisted of ten participants ranging from 9-16 years old. Video games improved positive
expression, satisfaction, effectiveness, motivation, socialization, emotions and learning
ability. By using a scale of (1-0) to evaluate the experience of the playability, students raised
their satisfaction, where their motivation was about (0.97), immersion (0.96), emotion (0.95),
effectiveness (1), and learner ability (0.52). Students also presented the high score of
cooperation and neutral expression.
Griffiths (2002) provided evidence of positive results received by students with autism when
playing video games. This argument also helps to disprove the fact that the use of video
games should be restricted as they can be only harmful for students:
Case studies such as those by Demarest are persuasive. Demarest’s account of her
own autistic 7-year old son reported that although he had serious deficiencies in
language and understanding, and social and emotional difficulties, videogame playing
was one activity he was able to excel. This was ego-boosting for him and also had a
self-calming effect (Griffiths, 2002, p. 48).
Some researchers have stated that video games cause aggression; therefore, children should
spend as little time as possible on the computer. However, the information presented above
shows that it is not always so. Children with autism tend to express aggression and
nervousness. However, based on the research above, video games have positive effects on
calming children with disabilities.
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Video games are one of the most-preferred types of technology used for playing at home, and
are a common pastime for adolescents (Bengoechea, 2009; Drummond & Sauer, 2014).
Moreover, students with autism spend about 2.5 hours per day playing computer games at
home. This testifies that including video games into the learning process contributes to
students’ development when they are used in moderation (Mazurek & Wenstrup, 2013). Most
reported effects of video games, particularly in the popular press, appear to center upon the
alleged negative consequences. These have included my own research into video game
addiction, increased aggressiveness, and the various medical and psychosocial effects
(Griffiths, 2002).
Although 89% of teachers, before using the video game, disagreed with the idea that video
games help develop the curriculum, an experimental study indicated (post-test) that 76% of
teachers fully agree with this idea and 69% stated that they will definitely start using video
games in class. The study conducted in 2012 showed that, after the experiment, many
teachers changed their minds about the video games and their use in the classroom (Díaz &
Martín-Párraga, 2014). In particular, children with neurodevelopmental disorders, such as
cerebral palsy (CP), are in need of fun and engaging rehabilitation methods to optimize their
motivation and increase compliance with motor training through video games at their homes.
Sandlund, Dock, Häger, and Waterworth (2012) conducted a qualitative study through
semi-structured interviews with parents to examine their perceptions of using low-cost
motion interactive video games as home training for their children with mild/moderate
cerebral palsy. Participants consisted of 15 families that had taken part in an intervention
where they used motion interactive games daily as a form of home training program for their
children with CP. The game platform used was EyeToy®, Play 3 for PlayStation 2®, which
is based on video-capture techniques. Findings indicated that the parents’ perception of the
training was very positive. They expressed the view that motion interactive video games may
promote positive experiences of physical training in rehabilitation, where the social aspects of
gaming were especially valued.
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as a result of their participation. Almost 62% of those asked indicated that their opinions had
changed, with 95% of them indicating that they were more positive about video games as a
result of their participation. According to Annetta et al. (2013), after their video game
experience, half of the 51 teachers, who were non-gamers, recognized that games should be
incorporated into the process of learning (Annetta et al., 2013).
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9. Conclusion
The conclusion can be made that, due to their useful features, video games can be considered
a preferred technology at home. Video games increase extrinsic and intrinsic motivation,
satisfy players’ psychological needs (autonomy, competence, and relatedness), and promote
collaboration, social learning, sharing of information, and increasing of attainments. In
contrast to the traditional learning process, video games provide an interesting motivation.
Video games evoke the feeling of strong emotional bonds with students’ experience in the
classroom and increase the students’ physical activity. I believe that video games deserve to
be integrated as a technology tool in the classroom. It does not mean that the traditional
learning process should be significantly altered, but some changes should be implemented.
The usual presentation of a new material can be accompanied by practical tasks in the form of
a video game. Certainly, video games should be used in moderation, but should not be
completely excluded from the learning process. In spite of the fact that teachers’ attitudes
indicated the lack of video game experience and the existence of a generation gap, the
appropriate training in use of video games will make them change their attitude and start
using video games in class.
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