ACM - Computers in Entertainment

Video games and education

By Miguel de Aguilera, Alfonso Mendiz
Theoretical and Practical Computer Applications in Entertainment, [Vol. 1, No. 1]

DOI: 10.1145/950566.950583

Fully integrated into the everyday lives of millions of young people throughout the world, video games are a vital part of contemporary culture and society. But the reaction of many authorities and the majority of educators has been to discredit video games by assuming their negative effects. After more than two decades of research, however, many studies have been published that have gradually led to a more complex, nuanced, and useful understanding of video games. This article focuses on one of the most interesting alternative perspectives--that of their educational potential as teaching and learning tools. After justifying this point of view, we offer a critical review of previous research on the subject; and finally reach some conclusions on the advantages of using video games for educational purposes.

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