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Society and innovations
Journal home page:
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Video games as tools for education: a literature review
Omar ASHURBAEV
1
, Abdul Gaffar SAID
2
,
Millat Umidi University
ARTICLE INFO
ABSTRACT
Article history:
Received September 2024
Received in revised form
15 October 2024
Accepted 25 October 2024
Available online
25 December 2024
Video games have grown up as unique educational tools
capable of increasing engagement, critical thinking, and
intellectual development. This literature review summarizes
significant results from three studies on the efficiency of video
games as educational tools, highlighting their strengths,
limitations, and consequences for future research. Although
existing research indicates significant potential, it also reveals
methodological flaws and areas that require additional study.
2181-
1415/©
2024 in Science LLC.
https://doi.org/10.47689/2181-1415-vol5-iss11/S-pp
This is an open access article under the Attribution 4.0 International
(CC BY 4.0) license (https://creativecommons.org/licenses/by/4.0/deed.ru)
Keywords:
engagement,
simulation,
critical thinking,
pedagogy.
Video o‘yinlar ta’
lim vositasi sifatida: adabiyot sharhi
ANNOTATSIYA
Kalit so‘zlar
:
qiziqish,
simulyatsiya,
tanqidiy fikrlash,
pedagogika.
Video o‘yinlar o‘ziga xos ta’lim vositalari sifatida shakllanib,
o‘quvchilarning qiziqishini oshirish, tanqidiy fikrlash va
intellektual
rivojlanishga hissa qo‘shadi. Ushbu adabiyot sharhi
video o‘yinlarning ta’lim vositasi sifatida samaradorligini
o‘rganishga
bag‘ishlangan
uchta
tadqiqotning
muhim
natijalarini umumlashtiradi, ularning kuchli tomonlarini,
cheklovlarini va kelgusidagi tadqiqotlar uchun xulosalarini
ajratib ko‘rsatadi. Mavjud tadqiqotlar sezilarli salohiyatni
ko‘rsatayotgan bo‘lsa
-da, ular metodologik kamchiliklar va
qo‘shimcha o‘rganishni talab qiluvchi sohalarni ham ochib
beradi.
1
Senior Lecturer, Millat Umidi University. Tashkent, Uzbekistan. E-mail: omar.ashur@icloud.com
2
Student, Millat Umidi University. Tashkent, Uzbekistan. E-mail: abdulsaid342@gmail.com
Жамият
ва
инновациялар
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Общество
и
инновации
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Society and innovations
Special Issue
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11 (2024) / ISSN 2181-1415
446
Видео игры как инструменты образования: обзор
литературы
АННОТАЦИЯ
Ключевые слова:
вовлеченность,
симуляция,
критическое мышление,
педагогика.
Видеоигры
превратились
в
уникальные
образовательные инструменты, способные повышать
вовлеченность,
критическое
мышление
и
интеллектуальное развитие. Этот обзор литературы
обобщает значимые результаты трех исследований,
посвященных эффективности видеоигр в образовательных
целях, выделяя их сильные стороны, ограничения и
последствия
для
будущих
исследований.
Хотя
существующие исследования указывают на значительный
потенциал, они также выявляют методологические
недостатки и области, требующие дальнейшего изучения.
INTRODUCTION
Over the past few decades, video games have transitioned from initially being a
form of entertainment to something advanced with enormous educational potential.
Nowadays video games offer immersive and interactive experiences with advancements
in graphics, game design, and technology that enhance learning across different
disciplines. Games can be effective in engaging learners, creating simulations of real-
world scenarios, and developing creativity. This review examines existing articles on
video games as educational tools, focusing on their effectiveness, applications, and
limitations. The aim is to compose insights and propose directions for future research.
The research question for this review is:
How effective are video games as tools for
enhancing education, and what are their limitations and opportunities
? To address this,
various learning applications were analyzed.
METHODOLOGY
To evaluate the impact of video games in educational contexts, the reviewed articles
utilize a mix of quantitative, qualitative, and theoretical approaches. These studies focus on
cognitive development, motivational aspects, and the implementation of pedagogical
principles into the game process. Data was collected from controlled experiments, surveys,
and case studies, establishing a comprehensive examination of the question.
One study, for example, employs pre and post tests to measure the retention of
knowledge among students who used video games compared to traditional methods.
Another one conducted surveys of active video game players to measure their
perceptions of educational components like narrative and design. Indeed, these
methodologies provide valuable insights, however, limitations like the lack of long-term
studies create obstacles to fully understand the educational potential of video games.
ANALYSIS OF KEY STUDIES (LITERATURE REVIEW)
The Effectiveness of Video Games in Enhancing Students’ Learning (2015)
This study investigates the role of video games in improving cognitive and
motivational aspects of learning. Via controlled experiments, the study demonstrates
how games improve retention and application of knowledge, especially in mathematics
and science. Students engaged in game-based learning showed higher levels of endurance
and problem-solving skills compared to students in a traditional learning environment.
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447
As already mentioned, pre- and post-tests were conducted to measure knowledge
acquisition and retention, providing strong quantitative data. Findings showed that
students using educational video games performed significantly better in applying
learned concepts. Moreover, the immersive gameplay of these games kept students
attentive and motivated, creating a strong link between engagement and learning
outcomes. Games like SimCity were noted for improving critical thinking and problem-
solving skills, as they required players to manage resources, plan strategies, and solve
various problems within the game (Sultan Hammad Alshammari, 2015).
Video Games as Teaching and Learning Tools for Environmental and Space
Design (2017)
Next, research explores the use of video games in teaching architectural and
dimensional design. For example, games such as
Assassin’s Creed Unity
demonstrate
3D modeling and immersive environments, which enhance dimensional sensation and
creativity. Also, to improve the learning process, the study highlights the importance of
narrative and visual design, which are very rich in this particular game. The detailed
historical recreations, like Notre-Dame de Paris in
Assassin’s Creed Unity,
allow students
to explore and understand architectural principles in ways that traditional methods
could not replicate.
The study also highlights the educational potential of
Minecraft
, especially in
developing creativity and spatial human skills. For instance, there is a specific version
called
Minecraft: Education Edition,
which is the most suitable choice for educational
purposes. Teachers have used Minecraft to simulate architectural projects, allowing
students to design and explore their creations in a 3D environment.
Table 1
Survey of 200 students using video games, (Okur & Aygenc, 2017).
Participants
% percentage
Gender
Women
8.5
Men
91.5
Age
20 and under age
62.5
21-25
14
26-30
11
31-35
5.5
36-40
2.5
Above 40
4.5
Primary
28
Education
Secondary
32
University
28.5
Post Graduate
11.5
A mixed-methods study, which included surveys of 200 video game players,
discovered that interactive and exploratory gameplay motivated deeper learning and
enhanced memory of geometric ideas. Despite being centered on specific applications,
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448
the findings have broad applications for game-based learning in creative areas. Education
in this game is a complete sandbox, where teachers can create their platform for studying
various disciplines like math, biology, or even chemistry, and everything is up to the
person's imagination and creativity (Okur & Aygenc, 2017).
Video Games as Tools for Education (2021)
The last study examines serious games designed to teach complex subjects, such as
biology and history. These games were created initially for studying purposes, unlike
previous games. Examples are
Immune Attack
, which uses interactive simulations to
teach about immunology, and
Quest Atlantis
, a 3D multiplayer environment that includes
educational missions. Students become engaged by playing such games, which include
abstract gameplay through
practical activities, developing both critical thinking and hands-on skills.
Moreover, study focuses on the importance of connecting pedagogical objectives
with game mechanics to make learning outcomes productive. It promotes diverse
collaboration between educators and game designers to increase the educational value of
these technologies. While it clearly demonstrates the potential of such games, the lack of
scientific, professional proof of their long-term impact is a significant drawback
(Utoyo, 2021).
Thematic Synthesis
Engagement and Motivation
The ability of video games to engage and motivate learners is highlighted in all
three studies. By using a mix of elements like interactive storytelling, fascinating
gameplay, fancy graphics, and realistic simulations, video games maintain learners
interest and motivate them to participate. Games like
SimCity
are great for developing
students' creative problem-solving and planning skills, boosting motivation through
game process and exploration spirit.
Cognitive and Skill Development
Video games have been shown to improve critical thinking, problem-solving, and
dimensional reasoning. Especially, simulations and strategy games help students
understand complex systems by allowing them to manage resources, observe outcomes,
and make decisions. Again,
SimCity
is a great example, the game that allows players to
manage city infrastructure; it teaches them about resource allocation and environmental
challenges. Similarly,
Assassin’s Creed Unity
provides a platform for understanding
architectural and historical concepts through immersive exploration. However, the
adoption of these skills to real-world scenarios requires deeper exploration.
Integration of Pedagogical Principles
For maximizing learning outcomes, integrating educational objectives into game
design is a crucial part of such games. Serious games that were created for learning, like
Quest Atlantis, demonstrate higher efficiency in the teaching sphere by connecting
gameplay with pedagogical goals. Although entertainment-
focused games like Assassin’s
Creed Unity or Minecraft can be adapted for educational purposes, some challenges lie in
balancing entertainment and disciplined learning to guarantee a meaningful educational
experience.
Жамият
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инновациялар
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Общество
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Society and innovations
Special Issue
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449
Figure 1 Assassin's Creed Unity VS Reality, (ElAnalistaDeBits, 2023).
Visual Elements
Table 2
Key Games and Their Educational Focus
Game Name
Subject Area
Skills Developed
SimCity
Urban Planning
Resource Management,
Problem-Solving
Assassin’s Creed Unity
Architecture, History
Spatial Skills, Historical
Awareness
Immune Attack
Biology, Immunology
Critical Thinking, Systems
Understanding
Quest Atlantis
Interdisciplinary
Collaboration, Analytical
Skills
Minecraft
Design, STEM
Creativity, Spatial Skills
Table 3
Summary of Methodology Used
Study
Methodology
Sample Size
Key Findings
The Effectiveness of
Video Games in
Enhancing Students’
Learning
Pre- and Post-tests,
Quantitative
Not Specified
Improved
knowledge,
retention, and
problem-solving
skills
Video Games as
Teaching and
Learning Tools for
Environmental and
Space Design
Surveys, Mixed-
Methods
200 participants
Highlighted value of
3D modeling in
education via games
Video Games as Tools
for Education
Case studies,
Theoretical
Frameworks
Not Specified
Focus on educational
games’ impact on
learning
Жамият
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Society and innovations
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450
CONCLUSIONS AND FUTURE DIRECTIONS
This review highlights the huge potential of video games as educational tools,
particularly in promoting engagement, cognitive development, and an overall knowledge
boost. Most video games offer unique opportunities that traditional learning methods
cannot recreate. Video games mentioned are not rare cases; there are thousands of them,
and each can simulate real-world scenarios, encourage problem-solving, boost
teamworking abilities, and engage learners, motivating them. However, their efficiency
depends on detailed integration from the pedagogical side into game design.
Future research should aim to address the following areas:
1. Conducting long-term studies to assess how video games can be effective as a
learning tool. For example, educating him with the help of video games since childhood.
2. Exploring how video games can be implemented for diverse educational
contexts, including underserved populations.
3. Collaborations between educators and game designers to create innovative
games for studying.
REFERENCE:
1.
Utoyo, A. W. (2021). Video games as tools for education.
Journal of Games, Game
Art, and Gamification
,
3
(2), 56
–
60. Retrieved December 18, 2024, from
https://journal.binus.ac.id/index.php/jggag/article/view/7255
2.
Okur, M., & Aygenc, E. (2017). Video games as teaching and learning tool for
environmental and space design.
Eurasia Journal of Mathematics, Science and Technology
Education
,
14
(3). Retrieved December 16, 2024, from https://www.ejmste.com/article/
video-games-as-teaching-and-learning-tool-for-environmental-and-space-design-5320
3.
Sultan Hammad Alshammari. (2015). The effectiveness of video games in
enhancing students’ learning.
Research Journal of Applied Sciences
,
10
(8), 311
–
316.
Retrieved December 16, 2024, from https://www.researchgate.net/profile/Sultan-
Alshammari-2/publication/314279762_The_Effectiveness_of_Video_Games_in_
Enhancing_Students
4.
ElAnalistaDeBits. (2023, July 9). As
sassin’s Creed unity VS reality | The beauty of
Paris | RTX4080 ultra settings graphics comparison.
YouTube
. Retrieved October 4, 2024,
from https://www.youtube.com/watch?v=sYPP-tQvqQo
