It’s time we use video games as an educational tool.

I told my parents I was onto something!

Two Boy and Girl Holding Game Controllers
Photo by Jessica Lewis from Pexels

One of the most prominent discussions during the pandemic has been about remote learning for kids. Parents have been worried about the quality of education their children are receiving, with most working from home, trying to keep a balance between work and keeping their children on track can cause a stressful environment for both parties. A lot of schools across Canada are now open with protective measures but as we deal with the second wave of COVID-19 we need to be prepared for the possibility of school’s shutting down again. Whether you’ve decided to have your children stay at home or go to school this fall, the learning experience students are accustomed to is very different, we need to be proactive with keeping young students interested and engaged. Video games could do just that.

Gaming allows the brain to have constant stimulation and that has cognitive benefits such as decision-making, emotional regulation, and visual processing ability. Video Games continue to evolve with richer stories that promote inclusion, social skills and world building. In 2019 the video game industry contributed $4.5B to Canada’s economy and with gaming becoming more accessible, it is time we use technology to benefit young students.

Other cognitive benefits:

  • Organizational skills
  • Multitasking skills
  • Memory
  • Coordination

Starting to become a trend with educators

When school’s closed down, teachers began looking for alternative ways to keep students engaged. In Montreal, history teacher Kevin Péloquin had travel plans to Greece with his grade 10 and 11 students but due to Covid-19 causing travel restrictions, the trip was cancelled. Instead of relying on just online textbooks to teach, Péloquin decided to have his students play Assassin’s Creed: Odyssey. The game has an education mode, taking students on a virtual tour of Ancient Greece, the students then used what they had learned in-game for their reports. Other games teachers have started to use in class have been Civilization V, Minecraft and Roblox, these games offer players the chance to express their creativity while also learning. As teachers continue to reach out, game developers are offering educational versions of their games and creating networks for teachers to communicate ideas, collaborate and give feedback.

Benefiting students with special needs

Video games are a great tool for students with special needs, I have seen the benefits firsthand, as it is an experience I am currently navigating through with my 11 year old brother that is on the autism spectrum. Video games can offer colourful and imaginative environments that can intrigue and capture young minds. In the case of my brother, he sometimes struggles with face to face interactions and is not always aware of social cues, which leads to awkward moments in communication. Playing games like Club Penguin and Roblox gives him the chance to practice and improve on communication with less intimidation. Individuals on the spectrum also sometimes get frustrated when they’re not able to complete a task due to mistakes, video games can help mitigate the stress. Games are designed for players too make errors; it’s apart of the fun. 

Boy Wearing a Black and White Virtual Reality Goggles
Photo by Jessica Lewis from Pexels

Good things are done in moderation

In order for students and educators to utilize this tool correctly we must do so in moderation. Gaming can have educational benefits but it is essential not to overdo it. Video games are apart of our society and the industry will continue to grow, how we plan to use it is up to us! Below are statistics from a 2018 study done by the Entertainment Software Association of Canada.

Teen Gamer statistics from 2018 study via THEESA
Kid Gamer statistics from 2018 study via THEESA

Here are a few games worth checking out that can have educational benefits:

Roblox: Offers free resources to teach students of all ages real coding, game design, digital civility, and entrepreneurial skills.

Club Penguin: Promotes reading, writing and communication skills.

Minecraft: Focuses on problem-solving, collaboration and creativity.

Civilization V: Provides students with the opportunity to think critically, consider and evaluate the geographical ramifications of their economic and technological decisions.

Assassin’s Creed Odyssey: Allows students to take virtual tours and learn the history of ancient Greece.

Fall Guys: Promotes decision making, puzzle solving and visual memory.

Do you think video games should be implemented into the education of young students? Would you have any concerns?

Have video games had any educational impact on you?  

Let’s continue the conversation, comment down below and connect with us on social media!

References:

Entertainment Software Association of Canada. (2019, November 18). Video game industry contributes 4.5B to Canada’s economy. THEESA. https://theesa.ca/2019/11/15/video-games-contribute-to-canadas-economy/

Entertainment Software Association of Canada. (2018, September 13). Essential facts about the Canada Gaming Industry [Statistics]. Https://Theesa.Ca/. http://theesa.ca/wp-content/uploads/2018/10/ESAC18_BookletEN.pdf

One thought on “It’s time we use video games as an educational tool.

  1. OMG! Yes! the other day I was thinking of the same thing, I have a VR set and I could see how it would be way wayy better than anything for studying online, on VR you can crreate a room where you could see people/ friends right infront of you, it’s 3D and looks so realistic.

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