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College at Brockport

Video Games In Education

Abstract

dc:description.abstract

The purpose of this paper is to review relevant literature that explored the impact of video games within the field of education. Through a review of studies on video games in education, between 2000 and 2015, I aim to discuss that video games do have educational value in multiple content areas k-12, and educators have effectively implemented video games consistently through the same approaches. In addition, I discuss that there are existing limitations within schools due to educators and a lack of adequate technology available to support the implementation of video games into education. My analysis of the current literature confirms Alexander et. al. (2010) claim that video games can be utilized in every content area, while refuting Alexander et. al. (2010) claim for the best approach for video game implementation into the classroom currently, as well as that I believe educators and a lack of technology are responsible for the very minimal implementation of video games into education. With this in mind, it is my hope that, with this knowledge, the education system can implement video games better to meet student needs and improve educational practice. Finally, I make recommendations for the future of student learning and instruction, as well as ideas for future research.

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Heins, Matthew C.

Rights

Language dc:language.iso
en_US

Identifiers

dc:identifier.*
Handle dc:identifier.uri
http://hdl.handle.net/20.500.12648/5095
OAI identifier oai:identifier
oai:soar.suny.edu:20.500.12648/5095

Chain of custody

source
Harvested from
College at Brockport
Base URL
soar.suny.edu/oai/request/
Last updated
2026-07-27
Source record
OAI-PMH GetRecord
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citation

Heins, Matthew C.. Video Games In Education. 2017. http://hdl.handle.net/20.500.12648/5095