Video Games in School Argumentative Essay Set

Prompt: Should video games be incorporated into your school classrooms? In a multi-paragraph essay to an academic audience, argue whether video games have a place in the classroom. Support your claim with evidence and elaboration. Your essay must be based on the ideas, concepts, and information that can be determined from an analysis of the “Video Games in School” passage set.
Be sure to:
--include a claim
--use evidence from multiple sources; and
--avoid overly relying on one source.

Stop: Step 1: Break down the writing prompt using the PAT method.

Purpose--What is your purpose for writing? To argue
Audience--Who is your audience? Academic audience
Topic--What is the topic? Show video games use school

Stop: Step 2: What are the two sides to this argument?

Side 1--Video games should be Allowed in school

Side 2--Video game should not be allowed in school

Stop: Step 3: Gather Evidence
Highlight any evidence you see that supports having video games in school in yellow. Yes=yellow.

Highlight any evidence you see that DOES NOT support having video games in school in PINK.
No=pink

“Video Games in School” Passage Set

Source #1: “Educational Benefits of Video Games” by Penelope Rowen (2022)

Video Games have the potential to enhance problem-solving skills and boost student engagement in the classroom. When students interact with video games, they are often faced with challenges that require critical thinking and strategic decision-making. For example, in a math-based game, students must apply their knowledge to solve equations or puzzles, thus improving their problem solving abilities. This hands-on approach to learning can make complex concepts more accessible and enjoyable for students.

Moreover, incorporating video games into the curriculum can increase student engagement. Traditional teaching methods may sometimes fail to capture students’ attention, leading to disinterest and lack of motivation. By integrating video games, teachers can create a dynamic learning environment that appeals to students’ interests. For example, a history game that stimulates historical events can transport students to different time periods, making learning more interactive and stimulating.

In conclusion, the use of video games in education offers a unique opportunity to enhance learning outcomes. By leveraging the benefits of video games, such as improved problem solving skills and increased engagement, educators can provide students with a more immersive and effective learning experience. Embracing this innovative approach to teaching can not only make learning more enjoyable for students but also equip them with valuable skills for the future.

Source 2: “Risks of Video Games and Learning” by Jennifer Loveday (2024)

While some may argue for the benefits of integrating video games into the classroom, it is crucial to consider the potential risks associated with this approach. One significant concern is the potential for increased screen time and sedentary behavior among students. Excessive screen time has been linked to various health issues, including eye strain, sleep disturbances and a sedentary lifestyle, which can have long-term consequences on students’ overall well-being.
Furthermore, the use of video games in education may lead to distractions and decreased academic performance. Students may become so engrossed in the gaming aspect that they neglect actual learning objectives. Researcher Dr. Jane Smith from the University of Education Studies warns, “While video games can be engaging, they may divert students’ attention away from traditional educational content, resulting in a superficial understanding of academic concepts.”
Another risk of incorporating video games into the classroom is the potential for reinforcing negative behaviors or stereotypes. Some video games can contain violent or inappropriate content that may not align with the values and principles educators aim to instill in students. Exposing students to such content within an educational setting can desensitize them to violence and perpetuate harmful stereotypes, which could have detrimental effects on their social and emotional development.
In conclusion, while the allure of video games in education may seem enticing, educators must carefully weigh the potential risks involved. From negative impacts on students’ health and academic performance to the reinforcement of harmful behaviors, the use of video games in the classroom requires thoughtful consideration and oversight. It is essential to strike a balance between leveraging technology for educational purposes and safeguarding students from the potential pitfalls associated with excessive screen time and inappropriate content.

Source 3: “How Teachers Can Use Video Games” by Marla Benedict (2021)
Video games can be valuable tools in the classroom for teaching a variety of skills, including problem solving, math, and geography. Research has shown that certain video games can enhance cognitive abilities and critical thinking skills. For example, puzzle games require players to analyze situations, think strategically, and adapt to challenges, all of which are essential components of effective problem solving. According to a study by the American Psychological Association, students who engaged in educational video games showed a significant improvement in their problem solving abilities compared to those using traditional methods.
Moreover, video games can be particularly effective in teaching subjects like math and geography. Math-based games often require players to solve equations, manipulate numbers, and apply mathematical concepts in a practical context. Similarly, geography games can help students develop a better understanding of world maps, continents, and countries through interactive gameplay. By incorporating carefully selected video games into the curriculum, educators can provide engaging and immersive learning experiences that cater to diverse learning styles and enhance students’ academic performance.

Source #4: “Exploring New Methods: Textbooks vs. Technology in Education” by Dillion Phillips (2024)

The debate over how students learn best--whether through traditional textbooks or modern technology like video games--continues to spark discussions in educational circles. People who support using technology in their classroom argue that interactive tools such as video games can enhance engagement and improve the learning of the information. According to Mrs. Johnson, a teacher who supports the use of video games, “Using video games lessons allows students to actively participate in their learning process and fosters critical thinking skills.” Research from the International Society for Technology in Education shows that students who engage with educational video games demonstrate increased motivation and higher levels of comprehension compared to traditional methods.
On the other hand, advocates for the traditional textbook approach argue the importance for basic knowledge and academic rigor. Mr. Smith, a teacher who values textbooks, states, “Textbooks provide a structured and comprehensive way of presenting information that can be easily understood and studied.” While technology has its benefits, some argue that textbooks offer a reliable and familiar learning format that promotes basic skills. Students have shown that students who use textbooks for learning tend to score well on tests that access basic knowledge across various subjects.
Ultimately, the debate between textbooks and technology in education is a complex one, with both sides presenting strong arguments. Finding a balance between the two methods may be the key to helping students’ different learning styles and maximizing student outcomes. By using the strengths of both textbooks for basic knowledge along

1 answer

Video Games in School: A Valuable Tool for Education

In the ever-evolving landscape of education, the incorporation of video games into classroom settings has emerged as a point of contention. While skeptics argue against their use, advocating for traditional teaching methods, I contend that video games should be embraced in schools due to their potential to enhance engagement, develop critical thinking skills, and provide immersive educational experiences.

One of the most compelling arguments for the use of video games in the classroom is their ability to captivate student interest. Traditional teaching approaches can often fail to engage students, resulting in disinterest and diminished motivation. As Penelope Rowen highlights, video games provide dynamic learning environments that resonate with students' interests. For instance, a history-based video game can transport students to different historical events, fostering a deeper understanding and appreciation of the subject matter. This aligns with research from the International Society for Technology in Education, which indicates that students who engage with educational video games manifest increased motivation and comprehension compared to those relying solely on textbooks.

Moreover, video games inherently promote critical thinking and problem-solving skills. In her article, Marla Benedict asserts that educational video games enhance cognitive abilities by requiring players to navigate challenges through strategic decision-making. This hands-on approach not only helps students grasp complex concepts—like math through puzzle-solving—but also prepares them for real-world problem-solving scenarios. Furthermore, a study by the American Psychological Association found that students who participated in educational gaming demonstrated significant improvements in their problem-solving skills compared to their peers who utilized traditional learning methods. This support for enhanced critical thinking through gaming makes a strong case for their incorporation in education.

Conversely, opponents of integrating video games into the curriculum raise valid concerns regarding health and distraction risks. Jennifer Loveday warns that excessive screen time associated with video games can lead to negative health outcomes, including eye strain and sedentary behavior. Moreover, she posits that students might become more engrossed in the gaming aspect rather than the educational content itself. However, it is essential to note that these risks can be mitigated through structured and supervised use of video games, ensuring that educational objectives remain the primary focus. With appropriate boundaries in place, the benefits of utilizing video games to foster engagement and critical skills can far outweigh the potential downsides.

In conclusion, while the debate on video games in education presents both proponents and detractors, the evidence strongly supports their incorporation into classroom learning. Video games not only boost student engagement but also cultivate essential skills that a modern curriculum demands. Incorporating them into education aligns with advancing teaching methods and recognizing diverse learning styles. Therefore, educators should embrace video games as valuable tools that enhance the educational experience, making learning more interactive, enjoyable, and effective for students. Through thoughtful integration, video games can play a significant role in preparing students for a future that increasingly values digital literacy and critical thinking in varied contexts.