Авторы

  • Омар Ашурбаев
    Старший преподаватель, Университет «Миллат Умиди»
  • Абдул Гаффар Саид
    Студент, Университет «Миллат Умиди»

DOI:

https://doi.org/10.47689/2181-1415-vol5-iss11/S-pp445-450

Ключевые слова:

вовлеченность симуляция критическое мышление педагогика

Аннотация

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.


background image

Жамият

ва

инновациялар

Общество

и

инновации

Society and innovations

Journal home page:

https://inscience.uz/index.php/socinov/index

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.

DOI:

https://doi.org/10.47689/2181-1415-vol5-iss11/S-pp

445-450

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


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Жамият

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инновациялар

Общество

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инновации

Society and innovations

Special Issue

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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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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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.


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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


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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

Библиографические ссылки

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

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

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

ElAnalistaDeBits. (2023, July 9). Assassin’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