Gaming Rationale and Statistics            

Breakfast and game            
Curated by Kathy Beck Instructional Technology Coordinator
and Karen Van Vliet  Media Coordinator

This work is licensed under a
 Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

Why Games in Education:

  • Ongoing research supports the use of games in the classroom. Marc Prensky's "Digital Game Based Learning", James Paul Gee - "The Anti-Education Era - Creating Smarter Students Through Digital Learning" and "What Video Games have to Teach Us about Learning and Literacy"
  • Gamification may be able to motivate students to learn better.
  • Gamification increases engagement especially addressing the characteristics of GenZ.
  • 97% of teenaged Americans play some form of videogame, be that on the computer, the internet, on a handheld or on a console. Games are everywhere, and they’re here to stay.
  • Gamification offers students the opportunity to experiment with rules, emotions, and social roles.
  • When interacting with Educational Gaming – students can test consequences, risks and influences in a safe NON-REAL-WORLD Environment.
  • The phenomenon of becoming intellectually and technologically more active must transcend from a students personal life to their educational life.
    "Yet when a student enters the modern classroom, all this progression is lost. They are confronted with a system that has barely moved since the 1950s. The active engagement drummed into them by today’s modern world is dropped for intellectual passivity, as they hand over their autonomy to a teacher who might occasionally ask them a question." 
  • Bill Gates: Why Game Based Learning is the Future of Education -“We’re not saying the whole curriculum turns into this big game. We’re saying it’s an adjunct to a serious curriculum.” The introduction of the new Common Core standards initiative, a set of consistent standards that have been adopted by Georgia and 44 other states, provides an opportunity to spur the creation of these games.
  • Jane McGonigal, educational gaming guru and author of the book Reality is Broken: Why Games Make Us Better and How They Can Change the World, Games are a "space of maximum engagement." Nearly all children (99 percent of boys under 18 and 94 percent of girls) are playing games regularly (for at least an hour per day), she said. And as those children grow up, schools and teachers will have to compete with and harness that sense of maximum engagement that students feel while playing those games.

From Emerging Ed Tech: There are four reasons that gaming is an excellent fit for education:

Urgent Optimism: Incorporation of games specifically designed to align students with real world problems, provides learners with a sense of urgency to solve the problems they encounter, and gives them a sense of optimism, both in terms of solving the immediate problem and any other problems they may encounter.

Social Engagement: Games provide the content, structure, and medium for focused social interactions aimed at solving problems. In the gaming environment, in the classroom, the injection of game-based problems provides students with a reason for learning, interacting, and working together in ways only rarely seen in the traditional classroom by extending learning beyond the student's immediate environment.

Blissful Productivity: People are happiest when they are working hard toward attainable goals. Gamification helps students to become blissfully focused on virtual problems by asking insightful questions and developing solutions to real issues.

Epic Meaning: Theory without application has little place in a world that is all about hands-on experiences, interacting with the world, and creative thinking. Students learn best by doing and students today need to develop global connections to change the world. The gamification of education bridges those two areas by providing students with the skills and knowledge needed to effect the changes they want to see in the world.

These are the big reasons to include games in the education curriculum, but they are not the only reasons. Having fun and being engaged are some of the most appealing side effects of a game-based curriculum on students.

Curated by Kathy Beck
Instructional Technology Coordinator
Karen Van Vliet  Media Coordinator

Sources of Information -,

Attached below is our PPT from NCTies with more stats on The Brain, Reading and Gaming

Kathy Beck,
Mar 5, 2013, 11:33 AM
Kathy Beck,
Mar 5, 2013, 11:31 AM
Kathy Beck,
Mar 6, 2013, 12:38 PM