User:Tee2012/sandbox

Using research, data was gathered to attempt to answer, "How and to what extent are games used in the classroom?" Fifty three Swedish ESL teachers were experimented and the outcome determined was that video games in the classroom were barely utilized. Although the teachers were open to the idea, they did not identify the benefits of applying video games to the curriculum. Video games allowed excitement, not for learning, but for the games.

While there are people who do not agree with the idea of using video games in the classroom, others are open- minded to the experiment. Video games are an interactive entertainment. "New technologies have found they're way into classrooms." Video games promote intellectual skills that support academic achievement. In supplying students with educational subject matter, they demonstrated further advantage. Making use of video games in the classroom is simply another technique to engage with students.

A study was conducted in a "3 week intervention with game- based learning activities in eight lower secondary classrooms." Video games are a motivation to the students who do not find educational settings interesting. The purpose of the study was to increase engagement and participation of students. Class participation increases retention of the material. Encouragement for student involvement in the classroom is distinctly recommended.