Use of video games in the classroom
Video games promote intellectual skills that support academic success, interactive entertainment, and a way to connect with the students.
According to one study, video games motivate students who are not interested in the learning environment.
The purpose of this study was to increase student involvement and participation. Participating in a class will increase the storage of materials. We strongly encourage students to take classes.
Possible Benefits
* An incentive-based system that rewards players for solving problems or completing missions according to specific criteria
* Gain a systematic mindset and understand how different variables affect each other
Minecraft and Portal
Minecraft is a sandbox game that allows users to create objects using the crafting system. Portal, on the other hand, is a physics game. Players use physical laws such as gravity and inertia to pass through the game’s test chamber. These video games are proposed as a platform for teachers to test their teaching skills.
There are other video games that students can use to learn budgeting skills and how to manage money, such as video games that sell CSGO skins as additional skills. Critical thinking and problem-solving are part of the latter game design. Both Portal and Minecraft can be customized for some learning environments.
Potential Negative effect
* One of the possible negative impact discussions explains why children are already spending so much time on technology outside the classroom. This explains that eight to eighteen children out of school spend more than seven and a half hours daily with the media.
Given that children spend a lot of time using technology, this discussion replaces important face-to-face communication with the time spent in front of the screen, negatively impacting children’s communication skills.
Claims to give barriers to using the game
Many teachers have reservations about using video games. In one study, we asked teachers who had played games in class why they didn’t play games more often. Six common categories of factors have been identified as problem areas.
* Inflexibility of curriculum
* Stigma
* Mental Health Issues
* Student Reluctance
* Lack of resources
* Fixed timetable
* Limited budget
* Relevance to common core topics