Learning Through Video Games Research Paper

An inspection of the validity and ability of video games as an educational tool.
# 145742 | 1,508 words | 9 sources | APA | 2010 | US
Published on Nov 25, 2010 in Psychology (Behaviorism) , Computer and Technology (Software) , Education (General)

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This paper investigates the potential for using video games as a legitimate educational tool with research supporting the concept. Also discussed is how video games affect individual intelligence, motor skills, and how individuals evaluate quantitative information. Several types of educational games are discussed as well as how best to implement them in a classroom setting and possible disadvantages or limitations of video games.

From the Paper:

"Satwicz and Stevens (2005) evaluated how kids played games and learned how to use quantitative information in the process. The researchers visited the homes of the children while they played their games and spoke them about what certain elements of the game meant, why they performed certain actions, and then evaluated what they were learning. The participant's were using quantification by keeping track of how much time is left, how much life is left in their life bar, how much money they have, and what they will have after they have completed a transaction. The researchers found that the participants did not do math such as in a classroom setting but they "witnessed distributed sets of practices, where young people interpret and use representations and machines conduct essential computational work" (p. 201). From the research it is obvious that children can learn different skills from different games."

Sample of Sources Used:

  • Dickey, M. D., (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology, Research and Development, 53(2), 67-83. Retrieved February 22, 2010, from Education Module. (Document ID: 841254961).
  • Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., & Ming, L. K., et al. (2009). The effects of prosocial video games on prosocial behaviors: international evidence from correlational, longitudinal, and experimental studies. Personality and Social Psychology Bulletin 35, 752-763. Retrieved February 22, 2010 from PubMed.
  • Gentile, D. A., & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence 37, 127-141.
  • Goodman, D., Bradley, N. L., Paras, B., Williamson, I. J., & Bizzochi, J. (2006). Video game promotes concussion knowledge acquisition in youth hockey players. Journal of Adolescence 29, 351-360.
  • Munguba, M., Valdes, M., & da Silva, C. (2008). The application of an occupational therapy nutrition education programme for children who are obese. Occupational Therapy International, 15(1), 56-70.

Cite this Research Paper:

APA Format

Learning Through Video Games (2010, November 25) Retrieved September 23, 2023, from https://www.academon.com/research-paper/learning-through-video-games-145742/

MLA Format

"Learning Through Video Games" 25 November 2010. Web. 23 September. 2023. <https://www.academon.com/research-paper/learning-through-video-games-145742/>