
Should Video Games Be Included in the Learning Process?
Author(s) -
Abdulrahman Alamri
Publication year - 2016
Publication title -
international journal of education
Language(s) - English
Resource type - Journals
ISSN - 1948-5476
DOI - 10.5296/ije.v8i1.8388
Subject(s) - class (philosophy) , video game , argument (complex analysis) , process (computing) , turns, rounds and time keeping systems in games , psychology , mathematics education , multimedia , game mechanics , computer science , video game design , artificial intelligence , biochemistry , chemistry , operating system
Over the last two decades, video games have increasingly become an essential part of the ways of playing and learning. In this paper, we discuss the claim that video games should be included in the learning process based on the argument that video games have educational features, attract students, increase their motivation to study, and help students to use their knowledge in practice. Video games provide an opportunity for fun and effective repetitive practice for children. Traditional learning often fails to generate student interest in what they are studying in class. This lack of interest can result in ineffective learning as, in these cases, students are simply performing in the classroom but do not acquire knowledge. Students need special motivation, which can be provided by video games. However, play video games may also be associated with some negative behaviors such as addiction, hyperactivity, attention problems, and impulsiveness. We discuss the specific ways video games may support learning processes as an attractive way of delivering information and serving knowledge acquisition in the new media era.