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 with the engaging aspects of video games, teachers can create a dynamic learning environment that meets the needs of all learners.

Stop: Step 4: Look back at what you highlighted. Do you have more yellow highlights or pink? More yellow

Which side has the best evidence?

Which side would be the easiest to argue?
Step 2: Choose Your Position
Decide if you think video games should be incorporated into your school classrooms. Select your choice:
Yes, we should incorporate video games into school classrooms.
or
No, we should not incorporate video games into school classrooms.
Step 3: More Brainstorming of Ideas
List reasons for your choice. Think about the benefits of each option:

In your own words, why should we use video games in our classrooms.
1.
2.


OR

In your own words, why should we not use video games in our classrooms.
It can cause distractions
It decreases asc

Stop: Step 5: Write your claim by rereading the prompt and rewriting using the language of the writing prompt in your claim.

Writing Prompt: Should video games be incorporated into your school classrooms?

Claim #1: Video games should be incorporated into the school classrooms because ________________________ and ____________________.
(reason #1) (reason #2).

Claim #2: Video games should not be incorporated into the school classrooms because
You can get and _____________________.
(reason #1) (reason #2).

Video Games in School Outline
Writing Prompt: Should video games be incorporated into school classrooms?
Stop: Which side are you going to argue?
Stop: Write your claim: Video games (should/should not) be incorporated into school classrooms because ____________________ and _______________.
The introduction needs to have the following: a grabber, some background information, and your claim.
Column I: Instructions Column II: You write here
Grabber--Grab your reader’s attention

*Tell a story
*Tell a story that includes a fact
*Use an interesting quote
*Use a fact or statistic
*Ask a question

Explain some background information about how we use video games in classrooms.

Claim

1 answer

Video Games in School: An Innovative Approach to Education

In the current era of rapid technological advancement, the integration of video games into educational environments has become a hot topic of debate. As classrooms evolve, it is worth asking: Can video games play a constructive role in educational settings? The answer is a resounding yes. Video games should be incorporated into school classrooms because they enhance problem-solving skills and boost student engagement while catering to diverse learning styles.

The educational benefits of video games are substantial. As highlighted by Penelope Rowen, video games expose students to complex challenges that foster critical thinking and strategic decision-making (Rowen, 2022). For instance, math-based games require students to apply mathematical knowledge in an engaging, hands-on manner, thus improving their problem-solving capabilities. This interactive approach makes challenging concepts more accessible and enjoyable, which is essential in a traditional learning environment where students may struggle with complex subjects. Additionally, Marla Benedict points out that research has shown that students who engage with educational video games demonstrate significant improvements in cognitive abilities and critical thinking skills compared to those using conventional teaching methods (Benedict, 2021). As such, integrating video games represents an opportunity to redefine educational standards and create a more stimulating classroom experience.

Moreover, incorporating video games into the curriculum can increase student motivation and engagement, which are often lacking in traditional teaching methods. As noted in a study by the International Society for Technology in Education, students who participate in learning through video games show heightened levels of motivation and comprehension (Phillips, 2024). The immersive experiences provided by video games can transport students to different learning environments, making educational content not just a passive consumption of information but an active engagement with the material. This dynamic learning environment transforms students from passive recipients of knowledge into active participants in their education.

While opponents of video games in classrooms argue about potential distractions and negative impacts on health, these concerns can be managed through careful selection and moderation of gaming activities. Jennifer Loveday expresses caution about excessive screen time, which can indeed lead to health issues (Loveday, 2024). However, by strategically utilizing video games, educators can create a balance that maximizes the benefits while minimizing the risks. Guiding students in using video games responsibly can lead to an enriched educational experience rather than a detrimental distraction.

In conclusion, the incorporation of video games into school classrooms provides an innovative and effective method for enhancing learning outcomes. With their ability to improve problem-solving skills, increase engagement, and accommodate various learning styles, video games have a place in modern education. It is essential for educators to embrace this approach thoughtfully, ensuring that the incorporation of video games fosters a constructive and stimulating learning atmosphere that prepares students for the complexities of the future. Teachers can combine the strengths of both traditional teaching methods and modern technology to provide a comprehensive educational experience that caters to the diverse needs of all learners.