videogames on motivation, but not so much on
academic development or learning achievement
(Papastergiou, 2009).
Educators are interested in the relationship
between games and education, because they see that
games can be very beneficial. The most common
benefits of introducing digital games in the classroom
are that they enhance student motivation,
engagement, and cognitive skills (Huizenga et al.,
2009; Ke and Grabowski, 2007; McClarty et al.,
2012; Mifsud, Vella, and Camilleri, 2013; Rosas et
al., 2003; Tüzün, Yilmaz-Soylu, Karakuş, İnal, and
Kizilkaya, 2009; Virvou, Katsionis, and Manos,
2005; Williamson and Futurelab, 2009). In their
investigation of the impact of videogames on
economically disadvantaged students in Chile, Rosas
et al. (2003) found that because students reacted
positively to the games, teachers started introducing
the games more often in class (p.90).
In their review of the literature, McClarty et al.
(2012) also found that games are tools students can
use to constantly practice their school material. They
found that games provide “immediate feedback” (p.
8-9) to students, and “can be a tool for personalized
training” (p. 10). Teachers also noted that computer
games help improve students’ ICT skills, “higher-
order thinking skills (such as logical thinking,
planning and strategizing)” (p.2), and encourage
more interactions amongst the students, and between
teachers and their students (p. 2-3).
Other benefits include encouraging student
independence (Tüzün et al., 2009), and the ability to
play anywhere (for mobile games at least), (Kam et
al., 2008). Kam et al. (2008) and Rosas et al. (2003)
found that mobile phones and videogames
(respectively) are cheaper than other technological
tools, and hence, can benefit less-economically
privileged students. Research has also shown that
students believe games, such as videogames, can help
enhance their learning experiences (Mifsud et al.,
2013). Rosas et al. (2003) noted that videogames
assist teachers as well, as they offer a different
teaching method, provide prompt feedback on student
performances, and make class material more
interesting for students (p.74).
However, despite these benefits, there are
important factors that hinder or complicate the
implementation of games in a classroom
environment. A common factor is how teachers
perceive the role of such games on the educational
development of their students (Groff, Howells,
Cranmer, and Futurelab, 2010; Mifsud et al., 2013;
Rosas et al., 2003; Rice, 2007; Williamson and
Futurelab, 2009). Some researchers found that
teachers believe introducing games into the
classroom will encourage them to be less social
(Mifsud et al., 2013). To address this, researchers
highlight the importance of familiarizing teachers
with the potential of such games on education, and/or
training them on how to best utilize these tools in their
classrooms, and/or ensuring that schools provide
teachers the necessary technical, financial,
infrastructure, and administrative support. (Groff et
al., 2010; Mifsud et al., 2013; Rosas et al., 2003,
Tüzün, 2007).
Another common factor is the extent to which
these games relate to the curriculum taught in the
classroom, specifically the content used in the games
(Groff et al., 2010; Mifsud et al., 2013; Rice, 2007).
Researchers found that teachers and/or school
administrators resist the use of games because they do
not find that the content and/or the games are context
specific or customized enough for their students to
benefit from them (Osman and Bakar, 2012). On a
related note, teachers’ decision to introduce games
into the classroom is influenced by the extent to
which games measure and adapt to students’
individual performances, (Mifsud et al., 2013),
something that has already been proven to be highly
beneficial to students (Hwang, Sung, Hung, Huang,
and Tsai, 2012; Tseng, Chu, Hwang, and Tsai, 2008;
Wang and Liao, 2011).
However, even if teachers/school administrators
see the value of using games in the classrooms, other
factors come up that hinder them from doing so. One
common factor found in the literature is the difficulty
of fitting games into rigid class schedules (Groff et
al., 2010; Mifsud et al., 2013; Rice, 2007).
Unsurprisingly, many technical issues come up
when it comes to implementing these games in a
classroom. In addition to lack of suitable
infrastructure mentioned earlier, and technical
difficulties (Mifsud et al., 2013; Shiratuddin and
Zaibon, 2010), some schools face licensing issues that
prevent games from being played on multiple
technology tools (Williamson and Futurelab, 2009).
And finally, some factors that hinder the use of
games in the classroom come from the students
themselves. Bourgonjon, Valcke, Soetaert, and
Schellens (2010) argue that one must not
automatically assume that all students in today’s
world enjoy video games. For example, some
students find it difficult to understand how games can
help with their education (Bourgonjon et al., 2010;
Williamson and Futurelab, 2009). Other students
might not be interested in the games because they are
not appealing enough (Rice, 2007). Others find the
instructions difficult or the games difficult to play
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