I wanted to look further into the idea of using video games in the classroom to see if there was some way I could harness that interest and obsession to help them learn in the school setting. Right now, we use video games as a reward for good behavior and completed work. Is there a way to use it for more than that? Can they be used in an actual productive manner?
used. (2008). Theory Into Practice, 47, 229-239. Retrieved from
This article explores why video games should be used in the classroom setting for all ages. It
gives a solid rationale for it as well as telling about educators who have successful integrated
video games across all grade levels. This article provides a logical assessment of the necessity
of video games in education.
Annetta, L. Murray, M. R., Laird, S. G., Bohr, S. C., & Park, J. C. Serious games; Incorporating
video games in the classroom. (2006). Educause Review, Retrieved from
This article reports on a class taken by graduate students that incorporated avatars and role-
playing. They took this class in an attempt to understand how to engage the Net Generation in
the classroom setting. This article is helpful because it gives a real life example of using second
life games for educational purposes in an academic setting.
Gee, J. P. What video games have to teach us about learning and literacy. (2003). ACM Computers
in Entertainment, 1, 20. Retrieved from http://dl.acm.org/citation.cfm?id=950595
This article focuses on how video games are created and the educational value that video
games inherently possess. The article argues that good video games must be able to be
learned while also being long and challenging. This article helps prove that today's students can
focus on tasks that are difficult for a long period of time if they are motivated to do so.
Kirriemuir, J. Use of computer and video games in the classroom. Retrieved from
This paper reports on how and why teachers are using computer and video games for learning
in their classrooms. It also examines the reasons why teachers may not use computer and video
games and the roadblocks they have encountered when trying to do so. This paper is a good
source for both successes and obstacles in implementing video games in the classroom setting.
Lee, J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and games:
Assessing the value of educational video games in the classroom. CHI 2004, 1375-1378.
Retrieved from https://www.researchgate.net/publication/221514634_More_than_just_fun_
Squire, K. Changing the game: What happens when video games enter the classroom. (2005).
Innovate Journal of Online Education, 1. Retrieved from
This paper details the use of Civilization III in a high school classroom. It studies both students
who were successful using it as a learning experience and those that were not. The author
investigates why some classroom structures do not lend themselves to video game usage It's a
helpful article because it shows the positives and negatives of using video games in the
classroom based on a real experience.
Squire, K. Video games in education. Retrieved from
This paper explores the history of video games in education. It stresses the potential cognitive
benefits of game playing in the classroom setting. It's a helpful paper because it explores the
history, present, and future of video games in educational settings.