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Final Essay 1
Final Essay 1
Ivan Morales
Kieran Leeds
ENC 1102
4/14/2023
Video games have always had more to them than just being tools for entertainment. Over
the years many researchers have tried looking at video games in different areas. These would
range from implementation in the classroom, helping students with disabilities, improving the
way certain subjects are taught, etc. Some studies go into the way AR or Augmented Reality
could be used to aid certain aspects of education. One major aspect of education that AR boosts
is the medical field. Ferguson et al. expresses this importance by explaining the usefulness in the
medical field, “As nursing is a very ‘hands on’ and often technical profession, GhostHands has
real potential for innovative solutions to creative learning environments.” (3). GhostHands is an
AR tool made to improve students learning in the medical field. The use of AR technology
which was originally made for games can be implemented to ensure that future generations of
doctors and surgeons have more hands-on experience without the risks. Due to the known
knowledge that surgeons and doctors get better with more hands-on occurrences, the usage of
augmented reality could boost improvement and make it safer for future patients.
Moreover, on AR, Emiroglu and Kurt talk about a few studies that each go into separate
educational subjects, “In the literature, there are lots of AR studies carried out in various
education fields, such as maths education, biology education, physics education, chemistry
education, medical education, and science education.” (100). Each subject is equally improved
by using augmented reality when it comes to assisting the students. When implementing AR into
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a specific subject it is important to know what would benefit the class or student more. In most
cases, the use of AR could be extra beneficial to these listed subjects due to a combination of
many factors. With the use of AR, subjects become interesting and make the students more
Instead of AR, Sternig et al. focus on the usage of VR to teach students the concepts of
math, “The idea was to create an educational math game to test a game-based approach for
learning and repeating these operations.” (182). While the other studies above were about how
AR helps certain fields of study in education, this one takes the usefulness of VR technology and
math learning to see the effect it has on engineering students. The last study goes into the
usefulness of Minecraft in the education systems. Yi states how useful Minecraft and its
educational version are, “While still relatively new, current MCEE science lessons have already
been created and structured” (191). Not only has Minecraft started leaning toward being used for
education. This research shows how easy it was to create lessons for science using MCEE.
More on how Videogames affect education, Bavelier et al. go into how different
researchers perceive the concept of video games and education, “six experts in the field shed
light on our current understanding of the positive and negative ways in which playing video
games can affect cognition and behavior” (763). The authors explain their viewpoints and give
examples of research that led to their viewpoints. The other article goes into how the cognitive
processes and science of the brain affect the viewpoint of video games being beneficial to
education. Mayer demonstrates this idea, “A suggested advantage for game-based learning is that
players become self-regulated learners who take responsibility for monitoring and controlling
their cognitive processing during game play” (535). The author explains one benefit of
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incorporating games into education, and they demonstrate their bias of looking into the science
With all this laid out. Videogames have a major impact on learning effectiveness.
Whether it be by using a game built for education like MCEE or the usage of future techs such as
AR or VR in helping students improve their capabilities and creativity for years to come. The use
of VR and AR applications makes it possible to see things in action without drawbacks. This
makes it so the future generation of doctors and surgeons can be more prepared for real-world
scenarios with fewer risks than today’s doctors and surgeons went through. The risks include
accidentally injuring or killing the patient and learning from the mistake. My research goes into
the very niche category of gaming and education. While education has had its changes and fixes,
the same concept of video games and education are never meant to be mixed. This is the niche I
will then tackle through my project which is explaining how the two have been mixed before,
and arguing why I believe they deserve to be mixed in all schools. There are a couple of classes
that could benefit greatly from the aid of video game software. The Research Questions that
arose include: What makes implementing games into education effective and why? What
improvements in the classroom can be implemented when using MCEE as the medium for
Methods
When starting this project, I researched only scholarly Journal Articles about
implementing games into Education. At the start, my search criteria were broad but also very
narrow. As I ended up looking into more journal articles my research question became different
and a little broader to tackle all the evidence I gathered. The search began with opening the UCF
library Databases. This was due to our professor making us do it through the library databases. I
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would then go and click on ERIC(EBSCOhost) as my database. This was due to me doing
another research for essays in ENC1101. ERIC proved to be very useful so I thought using it for
I would type in video games and education in the first search bar. In the optional second
search bar, I would type in benefits or advantages and select AND from the dropdown menu.
Finally, I checked the Scholarly (Peer Reviewed) Journals before selecting search. This was to
find articles under my first question which was about how implementing Video Games into
education benefits students. The first search was done to find many articles that talk about video
games and education before looking for the advantages of said combination. From there the
searches led to AR and VR rather than the classic disc games of today. As I would scroll through
the entries in the database, I would look for anything that stated terms from my original research
question. These terms would be game, education, benefit, or student. When I got a group of six
sources I would sit back and look at all of them individually and together to see if they would
connect. They all had the concept of game systems in education whether it be computers in a
Once these articles were found or better known as my primary sources, I went into
looking for secondary sources. This started with me finding the main differences and identifiers
or Secondary Sources. Once I knew the difference, I would use two searches from the same
database to get my sources. These included APA PsycInfo and ERIC which were both under
EBSCOhost. The first one was used to find good books on the topic. One went into the uses of
AR in Education while the other went more into the usage of normal video games in education.
These were just the first three of my sources. Once I got these down, I went into APA PsycInfo
which had more journal articles than were of other journal articles making them a secondary
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source. Together I gathered 3 chapters from two books, 2 journal articles, and one literature
Review.
Results
Videogames into Education benefits students. To begin with, Chuang Tsung-Yen et al. aimed to
determine the benefits of using video games on different cognitive styles to figure out how
beneficial they could be. They achieved this by observing the effects of different cognitive styles
aided by gaming. The participants in this study were split into three groups, one was given the
aid of a puzzle clicker adventure game, one was given paper-based training, and the last one had
no prior training. What was interesting about the way these groups were separated is the FI and
FD separation in the samples. Based on how much better or worse they did from the mean of the
scores. Chuang et al. explained the difference, “FI participants tended to think and analyze the
relations and that the FD participants were weaker in reasoning and analytical skills, with or
without hints.” (36). Above all the students who used the clicker game ended up doing better
Keller Thomas et al. aims to discover the benefits of using VR in the classroom with
children who have special needs. These researchers wonder if the usage of virtual reality could
have lasting benefits on those children’s future education. Benefits are evident as stated by
Keller et al., “With a few exceptions, all learners indicated a positive learning success in the
responses to the questionnaire.” (37). The positive effects of using VR to aid these special needs
students are present. The “few exceptions” are those kids who could not benefit from the usage
of VR. While it is true that VR can help aid certain special needs kids, not every kid is the same.
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Monteiro Marta, et al. aim to find out how video games could improve students’ self-
confidence and regulation when it comes to accomplishing assignments. After getting the
samples and examining them with separate tests, the finding has shown great improvement
among the students. Monteiro et al. elaborates with the statement “Multivariate analyses revealed
that students realized a 40–50% increase in their performance on two standardized measures of
time sensitive visual decision-making search tasks at the end of the AST intervention” (381).
This shows the specific data collection used to analyze improvement along with how the students
improved.
Nkadimeng Mahlatse and Piet Ankiewicz aim to show how implementing Minecraft’s
educational edition in the classroom aids in everyday learning. Specifically, they test out the
benefits of using it to learn chemistry in junior high school. Nkadimeng and Ankiewicz explain
how the students understood atomic structure, “Minecraft Edu made it easier for these students to
understand atomic structure.” (613). This was very interesting to me due to how good of an
effect the Minecraft educational edition had. Beyond allowing students to understand the
concepts students were very motivated while using the Minecraft educational edition,
“Motivation was confirmed with the incorporation of the element game, where students were
competitive with one another” (Nkadimeng and Ankiewicz 614). Students engaged in the
Vivancos Alejandro Egea and Laura Arias Ferrer aim to find a different outlet for
information to be received and allow students to be more invested. The main finding which
grabbed my attention from Vivancos and Ferrer, “In the specific case of history and heritage
serious games, a series of basic principles should be added to the previous enumerations. These
principles make up what was called the CREAM Model” (388). This “CREAM” model applies
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to any virtual game made for informing students about history. The letters stood for Civic
388). For “C” the game needs to develop links with the selected cultural heritage, the “R” has to
have selected key periods, figures, or events, the “E” has to engage the students while their
learning, the “A” has to make sure the content is applicable in the class, and the “M” has to
enforce the info through other means. (Vivancos and Ferrer 388).
Wu Mei-Hung aims to show the effectiveness of using AR technology and its effect on
classrooms. They do this by going over Pokémon Go to show the students’ improvements in
English Class using the Pokémon names and the English language. The way this is proven is
through Wu’s explanation, “Students can learn the familiarity with the pictures and basic
meanings of Pokémon languages through the uses of the AR” (805). This is what the students
were able to learn, and through the medium, they did the learning. Another finding is that
“through playing Pokémon Go, the learners can improve their basic knowledge of … the
principles of the single-word utterance and prefix, suffix and root, and the information of
infographic.” (807)
Discussion
When it comes to the scholarly conversation my project has gone over, it comes down to
the Implementation of Videogames in Education and the classroom. While classes and teachers
have done a great job with the tools provided to them, there are way more possibilities that hide
behind the combination of video games and education. There are three ways in which video
games could be implemented in the classroom. This is through VR, AR, or normal computer
games. Each one has its own benefits and reasons to use it over the other. This info came from
my research question which was: What makes implementing games into education effective and
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why? What improvements in the classroom can be implemented when using MCEE as the
medium for lessons and graded work? From these questions, one central claim appeared
throughout all the articles. This central claim is, implementing video games and videogame
To better explain how this claim explains the findings I separated my Articles into three
areas. To begin, the first part covers how the implementation of VR software can benefit
students’ education. Vivancos and Ferrer accomplish this by explaining a model used to create
educational History and Heritage VR games. This Model is the CREAM model which is stated
by Vivancos and Ferrer, “In the specific case of history and heritage serious games, a series of
basic principles should be added to the previous enumerations. These principles make up what
was called the CREAM Model” (388). Each letter of this model applies to a specific detail found
among the successful Educational VR games covering History and Heritage. While VR and AR
are different there are certain tools in common between them, the alteration of reality. This leads
to the supporting point from Emiroglu and Kurt, “Results show that students who played the
mobile game were more engaged and gained more historical knowledge than the regular group”
(105-106). This mobile game utilized AR technology to engage the students. In the same way,
the engagement is done by AR, the VR History game has to follow the same engagement when
creating the game. When it comes to just VR technology Sternig et al. explain, that “The virtual
reality effect creates high engagement and the feeling of presence in the world keeps the player
focused on the current exercise (Involvement).” (188) When it comes to engaging the students
and immersing them in the environment, VR accomplishes this fully and explains how Educating
Keller et al explain the usage of a VR math game and its effects on students with special
needs. The main issue with special needs kids are that they have difficulties with certain subjects,
one common one being math and learning math. With the use of VR Keller states, “virtual reality
is seen in mathematics as a good complementary tool that can also be used without any problems
for children with special needs in regular schools” (37). This means that when using virtual
reality, the gap between normal kids and special needs kids could be closed to give everyone an
equal education. Emiroglu and Kurt explain the reasoning for special needs kids needing more
help, “Diversity among learners having different characteristics, backgrounds and socio-
economic status should also have considered for addressing the special necessities and individual
needs of the target group” (108). This aims to show that kids vary in their needs with special kids
having more needs than most kids. One way that the use of VR in a math game can benefit the
learning of special needs kids involves, “the process of repetition to tighten the mathematical
skills of the pupils is enriched with a fun and motivational component, leading to long-term
With the two mentioned studies going over how VR can benefit the education of certain
students, the usage of AR is more focused. The one study I gathered for the AR benefits involves
combining Pokémon Go and English Language. Wu expresses this, “The rules of building
pokémon names are based on the uses of prefix, root and suffix of English language that not only
make the learners easily memorize the words and meanings of each pokémon vocabulary, but
also provide a new method to synthesize, analyze and interact with these new words.” (788).
This is the reasoning behind the study wanting to incorporate the AR-based Pokémon game to
improve the student’s English knowledge and understanding. To understand the concept of
Pokemon Go Ferguson explains AR, “AR supplements the real world environment and augments
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the user experience with computer sensory input, such as sound, video or global positioning
system (GPS) data” (2). Along with having the concept of AR, Ferguson et al. explain the
function of MAR which is a sub-division of AR, “educational use of MAR leads higher
achievement, motivation, interest, satisfaction, engagement and joy, lower cognitive load and
positive attitude towards MAR-based educational practices.” (109). This brings the concept of
using Pokémon Go into a more understanding view and relates to how it effectively benefits
students’ education.
Now that the benefits of VR and AR are explored the remaining studies go into how
everyday gaming software affects education. Nkadimeng and Ankiewicz go into how the
Minecraft educational edition was beneficial, “students from all four groups were excited and
enthusiastic about being in the computer lab” (613). This is backed by Yi, “While still relatively
new, current MCEE science lessons have already been created and structured” (191). Yi talks
about how effective it is to education due to the number of courses already present. Mayer goes
into the usefulness in science class, “science, in which learning by playing games produced
higher test scores than learning from conventional lessons” (544). This shows the effectiveness
Monteiro et al. show the combination of Mindfulness Concepts and Videos Games,
“video gaming activities designed to challenge visual attention, memory, and decision-making in
engaging and entertaining motivational contexts.” (382). To better explain the findings Bavelier
et al. explain visual attention, as “The documented gains in processing speed, attentional control,
memory, and cognitive and social control” (763). This helps explain the better attention gained
from games and Mayer explains the memory part, “connecting the incoming material with
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relevant existing knowledge activated from long-term memory” (534). These sources help show
Chuang et al. explain the different cognitive styles being benefited, “Regardless of
student’s cognitive style, the puzzle adventure game group performs better than those in the
control group on the posttest” (38). The findings show no difference when looking at just the
benefits so Bavelier et al. show how the improvements occurred, “intensive use of video games
results in significant generalized improvements in cognitive function” (763). Mayer goes into the
cognitive processing included in the different cognitive styles, “When people play an educational
computer game, they can allocate their limited processing capacity among three kinds of
cognitive processing” (534). Together these show how the generalized benefits all around were
Conclusion
To conclude, the research was conducted to the best of my ability. That doesn’t mean
there is no room for improvement. For starters, my topic was way too general. A better topic
would have been to go into how VR alone or AR alone could benefit education. For any future
Research, there should be more focus on first-hand data. My info came from others. Some
primary data that could have been gathered may have included samples of students who already
have access to game-assisted education. The limitation for me was that I couldn’t conduct my
data collection and had to rely on others, an major improvement would be to include first-hand
data collection. The usage of more databases could also improve the data, I didn’t due to the
Works Cited
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