[Analysis] Video Games and the Classroom by Morgann (2013)


People like a game because it is fun, engaging, and motivational. This post analyzes a research paper about how educators can apply video games in the classroom. Generally speaking, it is a common thought that video games negatively affect students' academic achievements. However, the author argues that using video games can include more benefits than we think by pointing out four positive aspects that may contribute to longer attention span, higher cognitive abilities, better socializing, and a healthier body. On the other hand, she also addressed a couple of negative aspects that include the effects from violent games and the possibility of addictive and antisocial behaviors. However, studies showed that students who like video games prefer outdoor activities over the video games (Rosas et al., 2003, Aguilera & Mendiz, 2003). Also, 75% of teens said that video games play an important role in socialization (Vlasak & Ranaldo, 2012). On top of those rationale that support using video games, the author pointed out that teachers must consider the following: designing games meaningful to students, educational elements, and parental support. Particularly, it is astute advice to take parental support into account because teachers tend to miss that point. In addition, the author has argued that school districts need to utilize versatile technology into their curriculum by claiming that educational games will contribute to learning with the proper supervision. Also, the author posed that scrutinizing its cost-effectiveness and training teachers about how to appropriately use educational games should be taken into consideration. In conclusion, as the author has strongly argued, it can be recommended to apply educational video games since games can increase student motivation, attention, learning, and academic skills and solve the phenomenon of short-staffed schools under the recent economic crisis.



Margann, R. (2013). Video Games and the Classroom: The Relevancy of Video Games in
Education Today. Journal for Computing Teachers, 10. Retrieved from http://www.iste.org/learn/publications/journals/jct

Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Salinas, M.
(2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), -94. Doi: 10.
/S0360-1315(02)00099-4

Vlasak, E., & Ranaldo, M. (2012) Video games. The Exceptional Parent (Online), 42(5),
               36-38. Retrieved from 
               http://search.proquest.com.ezproxy.iberty.edu:048/docview/02119468

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