Many teachers are hesitant to present games in the classroom. In fact, Denham (2017) reported that only 25% of teachers surveyed used games to teach new concepts and only 33% of the teachers used games to reinforce previously learned materials. Research is proving that using games in the classroom to demonstrate mastery in concepts is valid. Games have been shown to be effective in mastery of concepts in reading, math, social skills, academic efficiency in vocational education students, and as use of an advance organizer.
Many children have difficulty reading. Dyslexia is one of the most common learning problems and is said to have a prevalence of 5-10% of the population (Ronimus et al., 2019). Ronimus et al. (2019) conducted a study among children with dyslexia using teacher supports and a digital game to increase word reading among a group of thirty-seven participants who read fifteen words or less for a six-week period. The results of the study indicated that all the children improved in their word reading skill.
Math is a second area that digital games have been shown to increase mastery of a subject. Hwa (2018) conducted a study involving children between the ages of seven to nine using a digital based learning game to increase their acquisition of math knowledge. The author found that after utilizing the digital game presented to the students their posttest assessment was slightly higher than the control group who did not utilize the digital game. Hence, the use of the digital game increased the knowledge of the students. The author warns that digital games do not take the place of the teacher’s personality, provision for diverse students, and needs, but the games do optimize the learning experience for the child.
Social skills are a third area that games have been shown to increase mastery in the acquisition of skills. Craig et al. (2015) conducted a study utilizing Zoo U, an interactive online game, to assist with problem solving scenarios in a virtual world for children seven to nine years old. Craig et al. (2019) presented children six scenes from the unit for two weeks. The students were required to complete an online quiz assessing their understanding of the material after each unit. The results of the study indicated that the children exhibited significant differences in their self-regulation, impulse control, internalizing and externalizing behaviors after the completion of the units as evident from the post assessment results. Hence, the student’s social skills improved, and the students exhibited mastery from the concepts.
A fourth area that digital games have been shown to demonstrate mastery is in the area of academic efficiency in vocational education students. Roodt (2019) conducted a study exploring the use of a digital game to increase the academic efficiency in vocational education students. Roodt (2019) explored the use of digital based learning to meet course specific learning out comes and improve the student’s ability in domain related knowledge. The results of the study indicated that the students increased academic achievement. However, discussion and reflection reinforced the concepts.
A fifth area that digital games been showed to demonstrate mastery is using the game as an advance organizer. Denham (2017) utilized a digital game, Dragon Box Algebra, as an advance organizer with 103 middle school students to teach algebraic concepts. The results of the study indicated that those students who played the game before receiving instruction showed significant improvement.
While many teachers are hesitant to use digital games to show mastery, the research is indicating that digital based games provide mastery for students. The post tests in the previous areas indicate that students are demonstrating mastery in tests with the games and paper and pencil tests.
I hope you enjoyed our journey through digital based games in the classroom.
References
Craig, A., Brown, E., Upright, J., & DeRosier, M. (2016). Enhancing Children’s Social Emotional Functioning Through Virtual Game-Based Delivery of Social Skills Training. Journal of Child & Family Studies, 25(3), 959–968.
Denham, A. R. (2018). Using a digital game as an advance organizer. Educational Technology Research & Development, 66(1), 1–24.
Hwa, S. (2018). Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning. Educational Technology & Society: Journal of International Forum of Educational Technology & Society and IEEE Learning Technology Task Force., 21(4).
Ronimus, M., Eklund, K., Pesu, L. et al. Supporting struggling readers with digital game-based learning. Education Tech Research Dev 67, 639–663 (2019)
Roodt, S. (2019). Using Digital Game-Based Learning to Improve the Academic Efficiency of Vocational Education Students. International Journal of Game-Based Learning, 9(4), 45–69.