DIGITAL LIBRARY
A STUDY OF HOW VIDEO GAMES ASSIST WITH LEARNING
Inland Norway University (NORWAY)
About this paper:
Appears in: EDULEARN21 Proceedings
Publication year: 2021
Pages: 10085-10089
ISBN: 978-84-09-31267-2
ISSN: 2340-1117
doi: 10.21125/edulearn.2021.2080
Conference name: 13th International Conference on Education and New Learning Technologies
Dates: 5-6 July, 2021
Location: Online Conference
Abstract:
As of writing this paper, a global pandemic is affecting everyone. This includes the schools and universities who were forced to make countermeasures, such as online lectures. Therefore, the need of using online tools to keep students engaged and motivated as well as keeping their learning experience at a high level has significantly increased. In this study, authors studied different literatures on how Games and virtual classrooms can assist students with their learning. The following research questions have been discussed and addressed in this paper. Can games in education, hone one’s own skill in the related curriculum? How can games be used to teach complicated subjects such as mathematics? How relevant are video games to education? Can any type of game be educational, and students can learn from? How effective are the focused on one subject game are? Can immersive Virtual Reality (VR) games and tools be more effective?

Video games have both advantages and disadvantages which Mark [4] in his study has pointed out. Games always have been looked down upon, because kids usually spend most of their free time behind a PC or in front of the TV playing them for long periods of time. However, as Mark points out, video games do not always have negative effects. In fact, he says if games are designed alongside their entertainment roles counterparts a specific problem or teach a certain skill, they can have the ability to provoke[1]. Games, specifically video games have been always have been part of our lives as tools for our enjoyment. Nevertheless, teaching using games have always been a very useful and fun method of engaging students to learn something while they are having fun. Multimedia technology and games are innovative and tactical, which helps motivate students to learn and develop problem-solving skills [2]. Merchant et al. [3] conducted research that involved 8000 high school and college students and the results shows that game-based learning can achieve particularly promising learning outcomes. Students in art and media departments usually practice, design and draw on a 2D platform. By introducing a 3D visual space to students and by allowing them to experience working in such an environment, they may expand their creativity and develop a better understanding of the concepts, allowing them to learn more easily and more quickly. Berney’s research shows that, teaching with 3D simulation was somehow not very effective for students with excellent spatial abilities, but on the other hand, it was highly effective for beginners with low spatial ability, as it allows them to create complete 3D structures using dynamic visualizations, and the outcome of learning with this method was satisfactory [4].

In this study, we are going to review and study different ways that video games can help students to improve their learning abilities, concentrating on Mathematics, as most students find it not fun and easy to learn. Video games can be used as an educational tool, for instance in the subjects mentioned above. Using Virtual Reality (VR) and Augmented Reality (AR) technologies can take learning and education to the next level. As these technologies allow the users to immerse themselves in a virtual world in a 3D space. In this study we looked at immersive VR technologies as well. We review relevant research in this area to see how cognitively designed games can improve executive function skills and is this method effective or not.
Keywords:
Video games, Learning, game, virtual reality, Mathematics, education.