Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Tingyu Chen
Professor Dogan
CUIN 3313
04/27/2019
Modern technology adoption in the learning institutions has not only expanded on the
research level but also made learning exciting. Technological use has also expanded on
education and brought about new changes in the learning field. The technology in the education
system in most schools has impacted the teachers and students in various beneficial ways. These
include the use of the class website, access to learning materials and eased the methods in the
submission of assignment and results. Technology has also enabled students to be able to
compare learning materials and share information from another student in other institutions
(Ghavifekr and Rosdy 177). With improved technology in learning institutions, research has it
that the quality of education has improved. Some of the techniques used in learning institutions
include the use of computers, social media, BOYD, video gaming, interactive whiteboard,
concept mapping, digital storytelling and iPad. This essay explores the use of video games
technology in education, how it is currently used in learning, and a demonstration of how it can
Video games refer to the electronic games, played using the screens of various gadgets,
for example, the smartphones, tablets, and television screens, and computers. To play video
games installed in these gadgets apart from smartphones, one needs a console device used to
control the game (Courville 6). In order to play a video game, a programmer installs the program
or cartridge to the game box, which can be connected to a television screen, and computer
Chen 2
memory among others. The connection between the game box and the game electronic are then
interconnected using wires or electric cables. The play in most times has a programmed
opponent or destructor, and then the players aim to overcome the obstacles and emerge
victoriously. To play the game, the player uses a joystick or controller that may be in the form of
buttons. These games were initially made to help children have an option of indoor games that
can be played under a house roof. However, in education, these games are used in the expansion
of a leaners brain, to practically understand what is taught in school, and help in recalling and
Video games are an essential tool in education since they can help attract more students.
This is seen where students get attracted to such games and may end up inviting each other to
play the academic game together. Video gaming in learning can also help the video programmer
to expand his class, through the ability to reach students across the world by using the video
game. For instance, a programmed educational video game can be downloaded and installed in
all parts of the world through internet use (Arias 50). Video games are also crucial in increasing
the course content, in that they can use pictures, images and writing. All these additional features
may not appear in the book content, but be able to be seen in a video game. This will help
expand students' creativity in the course of study. Video games can also make study materials or
concepts stay forever in the minds of students, even in situations where a syllabus is changed
within a curriculum. These games also boost students’ creativity, since the use of these games
In learning institutions, video games are typically used as a relaxing break after long
lectures or practical lessons. At that point, the video games are used to help students relax their
minds. Video games are also used after class lessons to enable students to catch a recap or help
Chen 3
them in recalling what they have learnt (Merino-Campos and del Castillo Fernndez 116). These
games are also used in learning institutions to assist in students awarding since they are
programmed with a level of achievements. Students also use video games to find instant
feedbacks, since in cases of particular moves the game got instructions and does not allow
In a learning classroom, students are allowed to walk in with the video gadgets. The tutor
then installs a particular video game reflecting the day’s topic in the gargets. Students are then
asked to pair or play individually using the given instructions to achieve a certain level of the
game. In the case of a successful follow-up and understanding of the days' topics, the students
can reach the target level in the game (Sandberg and Karlsudd 371). Under unsuccessful
completion, the students then get instruction on the game on how to archive the desired goal.
In conclusion, video games are a vital technological tool in helping students understand
some practical concept taught in class. This is because they are fixed with instructions and idea
that a student might have missed in the classroom. It is therefore encouraged that learning
institution adopts video gaming to help students relax their minds and better their understanding.
Chen 4
Works Cited
Arias, Meghan. "Using video games in Education." Journal of Mason Graduate Research, vol. 1,
Courville, Keith. "Technology and Its Use in Education: Present Roles and Future Prospects."
Ghavifekr, Simin, and Wan Athirah Wan Rosdy. "Teaching and learning with technology:
Merino-Campos, Carlos, and Hector del Castillo Fernandez. "The benefits of active video games
pp. 115-122.
Sandberg, Viktoria, and Peter Karlsudd. "Learning by Playing Searching after a Connection
Trends in Computing and Information Sciences, vol. 5, no. 5, 2014, pp. 371-376.