Computer games for learning (also called video games or digital games) have potential to improve education. This is the intriguing idea that motivates this special issue of the Educational Psychologist on “Psychological Perspectives on Digital Games and Learning.” Computer games for learning are games delivered via computer that are intended to help people learn academic knowledge and skills. Given the documented commercial success of computer games for entertainment, it makes sense to ask how educators can harness their motivating power to improve academic learning. As with other aspects of technology-supported learning, once again educational psychology is a driving force in contributing to theory and practice concerning the educational use of computer games. This commentary summarizes the four articles in this special issue and then suggests what is not needed and what is needed to move the field of game research ahead.
No takes yet. Share an insight, caveat, or question.
Richard E. Mayer (2015) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: