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Games in Education – How Games Can Improve Our Schools - Armchair Empire

Games in Education – How Games Can Improve Our Schools

Games in Education - How Games Can Improve Our Schools

What Is The Essence Of The Games?

For several years, the prevailing view has been that games are only appropriate for the leisure time and that they should be carefully separated from learning. The game was regarded as an addictive and meaningless process which distracts children from absorbing new knowledge. Nowadays, this teacher-oriented approach is the thing of the past as it results in low academic performance. In the course of time, the focus has shifted towards the student-oriented approach, which makes active use of games. Games can make a powerful educational medium both at school and at home. Games improve students’ academic performance through higher engagement, active learning, and immediate assessment. A small tip for you here you can get acquainted with the homeschool vs public school essay.

What Are The Benefits Of The Games In Education?

Games keep participants engaged, which is the key to successful learning. Engagement is the primary characteristic of any game; therefore the games in the classroom may contribute to the student’s involvement in the subject itself. In fact, scholars point out that games are always voluntary, which means that participants are engaged and motivated to play without any external influences (McGonigal).  Important to realize that engagement stands for the voluntary commitment of students to the subject studied, which implies the interest to studying itself and not to marks received. Indeed, studies prove the importance of engagement as one of the primary conditions of successful learning (Newmann). Games enhance engagement and may be of great use in education.

Moreover, games teach students to trek their success continuously and engage in self-evaluation and critical thinking. The automatic assessment prevents both students and teachers from biased evaluation. The game poses an actual goal and shows the progress towards this goal irrespectively of the personal relations in a classroom. Scholars indicate that an effective feedback system demonstrates that the goal is achievable and at the same time serves as a motivation to improve the performance (McGonigal). This being said, games are the powerful tool of motivation and evaluation in the classroom.

Find Out More About Their Advantages For The Studying Process

Finally, games allow applying acquired knowledge in virtual reality and learning actively. Imitation is a natural way of learning since children acquire all the necessary skills through it. In contrast to the classical method of learning which is based on theory, learning through games provides simulation and participation (Squire). When vague and detached from reality facts are transformed into real-life experiences, it develops logical thinking in students and reinforces the connection of the theory with the “real” world (Gee). Moreover, operation in virtual reality allows safe experiments. Due to games, students can learn from real-life experience without threat to their physical and psychological state (Squire). In other words, they allow students to receive emotions that encourage further practice while softening failure. For the reason of safe simulation games should be actively used in the classes dealing with physical reality.

However, some people find games and especially video-games alarming. They argue that games are addictive and that they display violence to children. However, it is essential to understand that not all the games can be implemented in an educational process. Despite the fact that students who play video games spend less time doing homework, they spend spare time educating themselves through educational games. According to the studies conducted to investigate the influence of video games on the performance, educational games do not have adverse effects on students’ academic success (Hastings et al.).

Although games have been largely ignored by teachers, they can lead to the outsize rewards. Games lead to the higher engagement, objective self-evaluation, and active learning. The potential rewards of their implementation in the learning process should not be underestimated. The reasonable use of the games in the classroom may lead to the qualitative leap forward towards the efficient education and the better future. The educational system has to move with times to provide students with up-to-date knowledge and skills.

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