The Literature: Game Ed

Educational Gaming, also referred to as Digital-Based Learning, is becoming a new tool in the realm of learning resources. Of course, with anything new comes apprehension and scrutiny. The follow articles and resources discuss the still relatively new concept of Digital-Based Learning and the challenges arising as the subject continues to be further explored. 

One of the biggest challenges that is being encountered with educational gaming is finding the balance between entertainment and learning.  Children want to play games that are both fun and challenging. If a game does not hold a child's interest, they will quickly deem the game not worth their time and effort. At the same time, it is important for games used in an educational context to enhance learning by actively teaching and reinforcing various concepts being taught throughout the school curriculum. Finding the balance between entertainment and education is key to establishing a successful digital-based learning environment.

A second issue to consider is the technological aspect of having students play games online. Video games can often be quite complex, technologically, and may require software and plug-ins that are not pre-loaded on school computers. Whether or not a school can afford and is allowed to download the software needed to run certain games is a big caveat to the feasibility of using online games in the classroom. It should be noted, however, that there are hundreds of games (many of which are listed on this website) that do not require additional software or plug-ins. These games are often not as graphically complex or impressive, but they can still be quite entertaining and meet the objectives of teaching a concept in a fun and challenging way.

Some people are apprehensive about this new method of teaching, in part because of the negative connotation of video games and their relationship to violence. There is also concern that video games may be too big of a part of children's lives already, without the added component of using them at school. There has, indeed, been a proliferation of violent video games on the market. Whether or not children should play them is up to their parents to decide. The games we promote on this website as well as other educational games that could potentially be used in the classroom portray minimal to no violence. This is, in large part, because violent video games have the sole purpose of entertainment while educational games place learning concepts as the priority. Research has shown that educational video games increase children’s abilities to problem solve and promote engagement, and encourage collaboration.

With constantly evolving technology and a new found focus on how that technology can positively impact students, educational gaming is starting to play a bigger role in the classroom than ever before. As new generations are being raised in a technological era, the use of Digital-Based Learning should be ever growing in order to cater to students needs.


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  78k v. 1 Jul 22, 2011, 4:13 PM Bianca Marcell
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  Jul 29, 2011, 9:15 PM Erin Schramm
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  1450k v. 1 Jul 22, 2011, 3:24 PM Bianca Marcell
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Living and Learning with New Media: Findings from the Digital Youth Project - a white paper  2663k v. 2 Jul 12, 2011, 12:46 PM Erin Lodes
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  1052k v. 1 Jul 22, 2011, 3:09 PM Bianca Marcell
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  1272k v. 1 Aug 5, 2011, 8:57 AM Bianca Marcell
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  547k v. 1 Jul 22, 2011, 3:15 PM Bianca Marcell
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  Jul 22, 2011, 3:58 PM Bianca Marcell
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  386k v. 1 Jul 22, 2011, 4:17 PM Bianca Marcell
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  318k v. 1 Jul 22, 2011, 4:20 PM Bianca Marcell
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  444k v. 1 Jul 22, 2011, 4:23 PM Bianca Marcell
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  Jul 22, 2011, 3:19 PM Bianca Marcell
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