“More than 90% of students who attended lessons where video games formed a key part of the experience said that video game content helped them to enjoy subjects more and learn more effectively.”
The Intersection of Gaming and Learning
Checkpoint designed and curated the gaming and classroom experiences for the teachers and students between the ages of seven through eleven. Brunel’s Professor Kate Hoskins led a team of experts from the university’s Department of Education.
In one example, they worked with five teachers and four classrooms in England, implementing games like Planet Zoo into their lessons about categorizing and identifying animals and species. They also had students pinpoint where Sonic and his fellow Sega characters would be.
The report states that questionnaires and interviews after the lessons showed “listening, creativity and problem-solving scored particularly well.”
“Teachers praised the engagement of students, particularly those who struggle to follow traditional lessons, and the connection to game culture that facilitated inclusivity for marginalized groups. The children reported enjoying the lessons and found them engaging.”
It’s important to note that this is just one study, only by Checkpoint. The findings do recommend that more work needs to be done before any big steps are made to make a full gaming and education-based curriculum: “Further research to explore the benefits of gaming culture in fostering inclusivity and the long-term effects of incorporating game-based elements into primary education.”