The Rise Of Educational Games


By Andrew Simoes

There are many different tools at the disposal of an educator that can be used to enhance the Education of their Students. Educational Games is one of those tools that we are starting to see an increase in use.

According to a study by NPD, 91% of U.S. children from the ages of 2 to 17 play video games. As a result, schools are using games more than ever to drive deeper engagement in the classroom with their students. As we can see from this study, Educational Games will only become more widespread in our classrooms, so it is essential to know more about their service and importance in the school.

We can brake Educational Games down into two categories. Short-form games and Long-From games.

  • Short-Form Games: These types provide focused concepts and tools for practicing. These games can usually be held in the classroom and during class time.
  • Long-From Games: These types focus on research and are grounded in common core standers. These games can take a few hours to a few weeks to complete and require a higher leave of thinking and problem-solving from the Students.

The benefits of Educational Games are very prevalent in low-performing Stdeunst and students with special needs. “Based on a recent survey by The Joan Ganz Cooney Center, 55% of teachers use games in the classroom at least once a week, and 47% of these teachers state that the students who benefit the most are low-performing students and special education students.”

In summary, Educational Games provide students with skills that they can use to be successful in their futures. Educational Games enable students to interact with their peers and build connections. Finally, Educational Games develop students’ critical thinking skills and higher-level thinking.


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