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HandWiki. Video Games in Education. Encyclopedia. Available online: https://encyclopedia.pub/entry/32908 (accessed on 13 October 2026).
HandWiki. Video Games in Education. Encyclopedia. Available at: https://encyclopedia.pub/entry/32908. Accessed October 13, 2026.
HandWiki. "Video Games in Education" Encyclopedia, https://encyclopedia.pub/entry/32908 (accessed October 13, 2026).
HandWiki. (2022, November 04). Video Games in Education. In Encyclopedia. https://encyclopedia.pub/entry/32908
HandWiki. "Video Games in Education." Encyclopedia. Web. 04 November, 2022.
Video Games in Education
Edit

This page includes some history of video games being used as an additional or alternative method to traditional education. This page presents why using video games are beneficial to use for educational purposes in the classroom as well as the limitations. This page additionally discusses how learning from video games outside the classroom is possible as well.

video games education classroom

References

  1. de Aguilera, Miguel; Mendiz, Alfonso (October 2003). "Video Games and Education: (Education in the Face of a "Parallel School")". Comput. Entertain. 1 (1): 1:1–1:10. doi:10.1145/950566.950583. ISSN 1544-3574.  https://dx.doi.org/10.1145%2F950566.950583
  2. Rutherford, Kevin (2010). "PLAYING/WRITING: CONNECTING VIDEO GAMES, LEARNING, AND COMPOSITION". Thesis: 12. https://etd.ohiolink.edu/!etd.send_file?accession=miami1281125116&disposition=inline. 
  3. Greenfield, P.M. (1985). El niño y los medios de communicatión. Morata, Madrid. ISBN 9788471123022. 
  4. K.D. Squire (2003). "Video games in education". Int. J. Intell. Games & Simulation 2 (1): 49–62. 
  5. M. De Aguilera; A. Mendiz (2003). "Video games and education: (Education in the Face of a 'Parallel School')". Computers in Entertainment (CIE) 1 (1): 1. doi:10.1145/950566.950583. https://www.researchgate.net/publication/220686511. 
  6. Svensson, Maria (2018). Games and Extramural Gaming in the Classroom : Teachers' Perspectives on How They Perceive and Use Games and Extramural Gaming in the Upper Secondary Classroom. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29485. 
  7. Shanbari, Hamzah; Issa, Raja R. A. (2018-01-24). "Use of video games to enhance construction management education". International Journal of Construction Management 0 (3): 206–221. doi:10.1080/15623599.2017.1423166. ISSN 1562-3599.  https://dx.doi.org/10.1080%2F15623599.2017.1423166
  8. Hanghøj, Thorkild; Lieberoth, Andreas; Misfeldt, Morten (2018). "Can cooperative video games encourage social and motivational inclusion of at-risk students?". British Journal of Educational Technology 49 (4): 775–799. doi:10.1111/bjet.12642. ISSN 1467-8535.  https://dx.doi.org/10.1111%2Fbjet.12642
  9. Nick Tannahill; Patrick Tissington; Carl Senior (2012). "Video Games and Higher Education: What Can 'Call of Duty' Teach our Students?". Frontiers in Psychology 3: 210. doi:10.3389/fpsyg.2012.00210. PMID 22737142.  http://www.pubmedcentral.nih.gov/articlerender.fcgi?tool=pmcentrez&artid=3382412
  10. Shute, Valerie J. (2015). "The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills". Computers & Education 80: 58–67. doi:10.1016/j.compedu.2014.08.013. (Subscription content?) https://dx.doi.org/10.1016%2Fj.compedu.2014.08.013
  11. Barr, Matthew (2017). "Video games can develop graduate skills in higher education students". Computers & Education 113: 86–97. doi:10.1016/j.compedu.2017.05.016.  https://dx.doi.org/10.1016%2Fj.compedu.2017.05.016
  12. Poli, Dorothybelle (2012). "Bringing Evolution to a Technological Generation: A Case Study with the Video Game SPORE". American Biology Teacher 74 (2): 100–103. doi:10.1525/abt.2012.74.2.7.  https://dx.doi.org/10.1525%2Fabt.2012.74.2.7
  13. Różycki, Łukasz. "Ł. Różycki (2012), Video games in the process of historical education at the academic level, Colloquium, t. 4/2012, p. 75–82.". Colloquium. https://www.academia.edu/3301669. Retrieved September 27, 2016. 
  14. Squire, K.D. (2005). "Changing the game: what happens when video games enter the classroom?". Innovate: Journal of Online Education 1 (6). ISSN 1552-3233. http://www.academiccolab.org/resources/documents/Changing%20The%20Game-final_2.pdf. 
  15. Trout, Josh; Christie, Brett (May 2007). "Interactive Video Games in Physical Education". Journal of Physical Education, Recreation & Dance 78 (5): 29–45. doi:10.1080/07303084.2007.10598021. ISSN 0730-3084.  https://dx.doi.org/10.1080%2F07303084.2007.10598021
  16. "View of Using video games to combine learning and assessment in mathematics education". http://journal.seriousgamessociety.org/index.php/IJSG/article/view/98/pdf_30. 
  17. Annetta, Leonard A. “Video Games in Education: Why They Should Be Used and How They Are Being Used.” Theory Into Practice, vol. 47, no. 3, 2008, pp. 229–239. JSTOR, JSTOR, www.jstor.org/stable/40071547.
  18. Uhls, Yalda T.; Michikyan, Minas; Morris, Jordan; Garcia, Debra; Small, Gary W.; Zgourou, Eleni; Greenfield, Patricia M. (2014-10-01). "Five days at outdoor education camp without screens improves preteen skills with nonverbal emotion cues". Computers in Human Behavior 39: 387–392. doi:10.1016/j.chb.2014.05.036. ISSN 0747-5632.  https://dx.doi.org/10.1016%2Fj.chb.2014.05.036
  19. Baek, Y.K. (2008). "What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games". CyberPsychology & Behavior 11 (6): 665–671. doi:10.1089/cpb.2008.0127. PMID 19006464.  https://dx.doi.org/10.1089%2Fcpb.2008.0127
  20. Rutherford, Kevin (2010). "PLAYING/WRITING: CONNECTING VIDEO GAMES, LEARNING, AND COMPOSITION". Thesis: 12. https://etd.ohiolink.edu/!etd.send_file?accession=miami1281125116&disposition=inline. 
  21. Bogost, Ian (2008). "The Rhetoric of Video Games.". The Ecology of Games: Connecting Youth, Games, and Learning.: 120. http://www.cogsci.rpi.edu/public_html/ruiz/EGDFall2013/readings/RhetoricVideoGames_Bogost.pdf. 
  22. Shatz, I. (2015). "Using Gamification and Gaming in Order to Promote Risk Taking in the Language Learning Process". Proceedings of the 13th Annual MEITAL National Conference. Haifa, Israel: Technion. http://itamarshatz.me/wp-content/uploads/2015/09/Using-Gamification-and-Gaming-in-Order-to-Promote-Risk-Taking-in-the-Language-Learning-Process.pdf. 
  23. Bogost, Ian (2008). "The Rhetoric of Video Games.". The Ecology of Games: Connecting Youth, Games, and Learning.: 120. http://www.cogsci.rpi.edu/public_html/ruiz/EGDFall2013/readings/RhetoricVideoGames_Bogost.pdf. 
  24. Gallagher, Danny (March 10, 2013). "7 health benefits of playing video games". http://theweek.com/article/index/241121/7-health-benefits-of-playing-video-games. 
  25. Barr, Matthew (2018-03-01). "Student attitudes to games-based skills development: Learning from video games in higher education". Computers in Human Behavior 80: 283–294. doi:10.1016/j.chb.2017.11.030. ISSN 0747-5632. http://eprints.gla.ac.uk/151995/1/151995.pdf. 
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