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THE USE OF VIDEO GAMES IN A

LEARNING ENVIRONMENT
BY: CAMERON ROBICHEAUX
CUIN3313-08804
UNIVERSITY OF HOUSTON
OBSTACLES TO EFFECTIVE
LEARNING ENVIRONMENTS
• Motivating and engaging learners is one of the most
common and difficult challenges an instructor will face in the
learning environment (Stephens, 2016).
• Learner motivation and engagement both play an important
part in the learner’s potential achievement (Martin, 2001;
Martin & Marsh, 2003).

Author/Copyright holder: Love Krittaya.


Copyright terms and license: Public domain.
USING VIDEO GAMES TO TACKLE
LEARNER ENGAGEMENT
One tool that is being introduced into the classroom and other
learning environments are learning activities using video
games.
• Video games are used in a supplementary function

• Different video games can be applied effectively to a wide


variety of subjects
• Video games allow players(learners) to immerse themselves
in the game environment which can improve learner
comprehension and engagement

Author/Copyright holder: Brad Flickinger.


Copyright terms and license: Attribution
2.0 Generic (CC BY 2.0).
ADVANTAGES OF VIDEO GAMES
FOR INSTRUCTORS
Video games provide many benefits to instructors that use
them. Among the possible benefits are:
• Pre-constructed lesson plans for video game learning
activities

• Common platform to discuss and collaborate with other


instructors from around the globe
• Higher student engagement and comprehension
• Potentially less expensive in terms of time and money
compared to traditional supplemented learning activities

Author/Copyright holder: Brad Flickinger.


Copyright terms and license: Attribution
2.0 Generic (CC BY 2.0).
BENEFITS OF VIDEO GAMES FOR
THE LEARNER
Video games also provide learners many benefits. These
benefits include:
• A new way to understand course material

• Provide a route to develop in areas like teamwork, problem


solving, creativity, critical thinking, analysis, research,
communication, and numerous others.
• Video games provide an interaction and immersive
experience which can greatly improve learner
comprehension and engagement in course material

Author/Copyright holder: Brad


Flickinger. Copyright terms and license:
Attribution 2.0 Generic (CC BY 2.0).
LOOKING TO THE FUTURE
Humans have been playing games in some form or another since we first started congregating in groups.
It is a collection of behaviors that comes naturally to us. Instructors should look to utilize video games in
order to take advantage of this aspect of human behavior. As we continue to grow our knowledge of the
world around us, we should also look to learn and improve the way we convey that knowledge to the next
generation. MINECRAFT: EDUCATION EDITION BEING USED IN A
CAVE PAINTING OF A GAME USING DICE LEARNING ENVIRONMENT

Author/Copyright holder: Author/Copyright holder: Kevin Jarrett.


WolfgangRieger. Copyright terms and Copyright terms and license: Attribution 2.0
license: Public Domain. Generic (CC BY 2.0).
Works Cited
Martin, Andrew. (2001). The Student Motivation Scale: A Tool for Measuring and Enhancing
Motivation. Australian Journal of Guidance and Counselling. 11. 1-20.
10.1017/S1037291100004301.

Martin, Andrew & Marsh, Herb. (2003). Fear of Failure: Friend or Foe?. Australian
Psychologist - AUST PSYCHOL. 38. 31-38. 10.1080/00050060310001706997.

Stephens, T. L. (2016, June 06). Encouraging Positive Student Engagement and Motivation: Tips
for Teachers | Pearson Blog. Retrieved April 26, 2019, from
https://www.pearsoned.com/encouraging-positive-student-engagement-and-motivation-tips-
for-teachers/
Works Cited: Images
Images are numbered in order of appearance

Image 2, 3, 4 and 6 license link: https://creativecommons.org/licenses/by/2.0/

Image 1 URL: <a href="https://commons.wikimedia.org/wiki/File:Sleeping_students.jpg">via


Wikimedia Commons</a>

Image 5 URL: https://public-media.interaction-


design.org/images/uploads/b43f95e2ca4bb53be1eb62a8cadeb4e7.jpg

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