Skip to main content
YouthPower YouthPower
presents:
Home

YouthLead Main navigation

  • ABOUT
    • ABOUT YOUTHLEAD
    • News
    • FAQs
    • FAQs
    • PYD Podcast
    • SPONSORS
    • YouthLead site map
  • MEMBERS
    • MEMBER SPACES
    • Mentorship
    • INICIATIVA DE MENTORÍAS
    • Discussion Groups
    • Connect with Members
    • Leadership Programs
    • Youth Advisory Group
    • YouthLead Ambassador and Peer Advisor Programs
  • PROJECTS
  • Countries
    • Armenia
    • Bangladesh
    • cambodia
    • caribbean
    • colombia
    • DEMOCRATIC REPUBLIC OF THE CONGO
    • Ethiopia
    • Guatemala
    • kenya
    • kosovo
    • liberia
    • malawi
    • Philippines
    • República Dominicana
    • somalia
    • Uganda
    • zambia
    • Zimbabwe
    • Don’t See Your Country Listed?
    • Don’t See Your Country Listed?
    • ¿NO VES A TÚ PAÍS EN LA LISTA?
    • Don’t See Your Country Listed?
  • EVENTS
    • YOUTHLEAD and MEMBER EVENTS
    • ALL EVENTS
    • YouthLead Events
    • YOUTHLEAD CAMPAIGNS and CONTESTS
    • #UNITED4INCLUSION
    • PAST YOUTHLEAD CAMPAIGNS and CONTESTS
  • FUNDING
  • Initiatives
    • YOUTHLEAD INITIATIVES
    • indigenous youthlead
    • El Consejo de Líderes de Atención
    • Care Leaders Council
    • Digital youth Council
    • CONSEJO JUVENIL DIGITAL
    • Children, Youth, and Adversity
    • SPONSOR INITIATIVES
    • BridgingtheGap
    • GENERATION UNLIMITED
    • SHE’S GREAT!
    • WBG Youth Summit
    • Y2Y Youth Voices
    • YOUNGA
    • YOUTH EXCEL
  • RESOURCES
    • All Resources
    • STARTER KITS
    • Agriculture and Food Security
    • Climate Change
    • Education
    • Entrepreneurship
    • Environment and Energy
    • Gender Equity
    • Governance and Human Rights
    • HEALTH
    • Positive Youth Development
    • Technology
Article
5 Reasons Video Games Should Be More Widely Used In School
COMMENTS0
1
back
Posted By :YouthLead Admin
Posted :February 20, 2022
Updated :February 20, 2022

1. Video games can help students stay in STEM

In 2020, the President’s Council of Advisors on Science and Technology found that the nation needs to create the STEM workforce of the future. One of the reasons students drop or switch out of science, technology, engineering and math programs is because of the difficulty of introductory courses such as calculus.

The University of Oklahoma has developed a calculus game that can help students succeed in calculus. Research has shown student mastery of calculus increases when using a purposeful designed learning game, such as Variant: Limits – another calculus game that was developed at Texas A&M University.

2. They provide experiential learning

Teaching students 21st-century skills, such as creative problem solving, is important for the future workforce, according to the Organization for Economic Co-operation and Development. Games such as DragonBox Algebra, where students solve math problems in a fantasy environment, can help students master skills such as critical thinking.

In games such as Civilization, players can be a civic leader and direct the prosperity of nations. In ARTé: Mecenas, learners can become members of the Medici family and become patrons of the arts and successful bankers. Students learn through doing and can gain skills and knowledge through experiential learning that might not be gained in traditional classrooms.

3. Players learn from failure

Games are a natural way to allow students to fail in a safe way, learn from failures and try again until they succeed.

Some games, like Burnout Paradise make failure fun. In the game, players can crash their cars – and the more spectacular the crash, the higher the points. This allows players to essentially learn from their mistakes, correct them and try again.

The late video game theorist and author Jesper Juul wrote in his book, “The Art of Failure,” that losing in video games is part of what makes games so engaging. Failing in a game makes the player feel inadequate, yet the player can immediately redeem themselves and improve their skills.

Region:Global
Countries:
Countries:Global
Global
Attribution/Author: Andre Thomas
https://today.tamu.edu/2021/09/06/5-reasons-video-games-should-be-more-widely-u…
ACTIVITIES
Advocacy
RELATED SECTORS
Sports, Spaces for Youth, Extracurricular or Out-of School Activities, Inclusive Education, Parent & Family Engagement, Science, Technology, Engineering, and Math (STEM), Adolescent Brain Development
Sports, Spaces for Youth, Extracurricular or Out-of School Activities, Inclusive Education
SOURCE URL
https://today.tamu.edu/2021/09/06/5-reasons-video-games-should-be-more-widely-u…

Youthlead Footer

  • ABOUT
  • FAQs
  • FAQs
  • NEWS
  • PYD PODCAST
  • CONNECT WITH MEMBERS
  • DISCUSSION BOARD
  • MENTORSHIP
  • YOUTH ADVISORY GROUP
  • YOUTHLEAD AMBASSADOR AND PEER ADVISOR PROGRAM
  • PROJECTS

Youthlead Footer second

  • COUNTRIES
  • ALL EVENTS
  • YOUTHLEAD EVENTS
  • PAST CAMPAIGNS AND CONTESTS
  • FUNDING
  • ALL INTIATIVES
  • ALL RESOURCES
  • STARTER KITS
  • CONTACT US
  • YOUTHLEAD SITE MAP
USAID (U.S. Agency for International Development)
This website is made possible by the support of the American People through the United States Agency for International Development (USAID), under the terms of the YouthPower 2: Learning and Evaluation AID Contract #47QRAA19D0006K/7200AA19M00018. The contents of this website are the sole responsibility of Making Cents International. The resources on this website are being shared for informational purposes only and do not necessarily reflect the views of USAID or the United States Government. Some of the links represent external resources which contain technical information relevant to youth.
FOLLOW US ON
              

NEWSLETTER SIGN UP – ENTER EMAIL BELOW TO SUBSCRIBE

Credits
Privacy Policy
Terms of Use