• Skip to primary navigation
  • Skip to main content
  • Skip to primary sidebar
  • Skip to footer

My TechDecisions

  • Best of Tech Decisions
  • Topics
    • Video
    • Audio
    • Mobility
    • Unified Communications
    • IT Infrastructure
    • Network Security
    • Physical Security
    • Facility
    • Compliance
  • RFP Resources
  • Resources
  • Podcasts
  • Project of the Week
  • About Us
    SEARCH
Mobility

The Psychology Behind Why Gaming Helps Students Learn

After much research, Mitch Weisburgh, Co-Founder and Director at Games 4 Ed, explains the science behind why gaming helps students learn.

November 2, 2015 TD Staff

Remember the earlier mentioned studies that showed that action video games improved visual-spacial skills? The Benefits of Playing Video Games (Granic, Lobel, and Egels in Americal Psychologist, January, 2014) noted: Spatial skills predict achievement in science, technology, engineering, and mathematics. Spatial skills “can be trained with video games (primarily action games) in a relatively brief period” and that these skills “last over an extended period of time” and are transferable to other “spatial tasks outside the video game context.” Those learning these skills from video games show increased efficiency of neural processing.

Playing video games of any type has been linked to enhanced creativity, although we do not know if games contributed to the enhanced creativity, or if creative types tend toward video games, or both.

What are the downsides to game based learning?

According to Tobias et al, when the game mechanics become complex, learning can be inhibited. Game designers “need to be mindful of the cognitive load imposed on players” to learn to play.

There is little knowledge on the most effective ways to produce games “the reliably yield pre-specified instructional objectives.”

There is also little knowledge on the most effective ways to produce games that reliably yield pre-specified learning objectives. It’s hard to know in advance if students will master a specific standard through X hours playing any one game.

However, games that are intended to support learning (edugames) were especially effective when combined with other instructional methods, which argues for games being integrated with multiple methods of instruction. “Integrating games into the curriculum improves transfer from games to school learning tasks.”

Games, combined with other instructional strategies, may be the solution to Blum’s two-sigma problem.

Mitch Weisburgh is co-founder and director at Games 4 Ed, a non-profit committed to studying and breaking down the barriers to ubiquitous gaming in the classroom.

For this piece, Mitch Weisburgh leaned on several references, including:

Effects of video-game play on information processing: A meta-analytic investigation
Digital Games as Educational Technology: Promise and Challenges in the Use of Games to Teach
Playful Learning: An Integrated Design Framework
Flow in Schools Revisited, Shernoff, Chikszentmihalyi, Handbook of Positive Psychology in Schools, Second Edition
Engagement and Positive Youth Development: Creating Optimal Learning Environments
Independent Research and Evaluation on GlassLab Games and Assessments
The Benefits of Playing Video Games

Pages: Page 1 Page 2 Page 3 Page 4

If you enjoyed this article and want to receive more valuable industry content like this, click here to sign up for our digital newsletters!

Tagged With: Gamification, K12

Related Content:

  • Xyte Mobile View for Support Teams and IT Managers to Monitor and Manage Their Devices On The Go Xyte Unveils Mobile RMM for IT Managers to…
  • VuWall Enhances Operational Efficiency for SIMOS Control Center
  • Crestron Automate VX Microsoft Grants Teams Room Device Certification to Crestron’s…
  • Zoom Anthropic Claude AI Zoom IQ Zoomtopia 2023 Unveils AI-Powered Workspaces, New Features for…

Free downloadable guide you may like:

  • Blueprint Series Cover: What works for hybrid workBlueprint Series: What Works for Hybrid Work

    Download this free resource to learn about how IT leaders can effectively manage and implement a hybrid work model.

Latest Downloads

Practical Design Guide for Office Spaces
Practical Design Guide for Office Spaces

Recent Gartner research shows that workers prefer to return to the office for in-person meetings for relevant milestones, as well as for face-to-fa...

New Camera Can Transform Your Live Production Workflow
New Camera System Can Transform Your Live Production Workflow

Sony's HXC-FZ90 studio camera system combines flexibility and exceptional image quality with entry-level pricing.

Creating Great User Experience and Ultimate Flexibility with Clickshare

Working and collaborating in any office environment today should be meaningful, as workers today go to office for very specific reasons. When desig...

View All Downloads

Would you like your latest project featured on TechDecisions as Project of the Week?

Apply Today!

More from Our Sister Publications

Get the latest news about AV integrators and Security installers from our sister publications:

Commercial IntegratorSecurity Sales

AV-iQ

Footer

TechDecisions

  • Home
  • Welcome to TechDecisions
  • Contact Us
  • Comment Guidelines
  • RSS Feeds
  • Twitter
  • Facebook
  • Linkedin

Free Technology Guides

FREE Downloadable resources from TechDecisions provide timely insight into the issues that IT, A/V, and Security end-users, managers, and decision makers are facing in commercial, corporate, education, institutional, and other vertical markets

View all Guides
TD Project of the Week

Get your latest project featured on TechDecisions Project of the Week. Submit your work once and it will be eligible for all upcoming weeks.

Enter Today!
Emerald Logo
ABOUTCAREERSAUTHORIZED SERVICE PROVIDERSEVENT STANDARDS OF CONDUCTYour Privacy ChoicesTERMS OF USEPRIVACY POLICY

© 2026 Emerald X, LLC. All rights reserved.