Youth and Video Games: Exploring Effects on Learning and Engagement
Abstract
Recent research suggests that video games and social media may influence youths’ lives in ways that deserve attention from psychologists, mathematics educators, and learning scientists. For example, positive effects on engagement, which can increase probability of mathematics proficiency, have been reported in the literature. We examine this issue with emphasis on the effects of video game play on youth learning and engagement; what features, attributes, and mechanisms of video games have been identified as most salient for these factors; and how scholarship in the domain might design more rigorous studies to determine the effects of video game play on learning, achievement, and engagement. We include a description of our work developing educational games for middle school youth struggling to become algebra-ready.
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The use of attractive narratives and technical resources present in videogames can increase students' motivation to learn and their levels of engagement.
“The use of attractive narratives and technical resources that are present in videogames can increase the motivation of the student to learn, increasing levels of engagement, which ensures involvement in a game.”
From Serious Games and Their Effect Improving Attention in Students with Learning Disabilities (2019) · cites this paper as [27]
Serious game activities are motivationally challenging while simultaneously offering students a fun learning experience.
“An important aspect to explain the positive effects reported in these studies is the fact that SG activities are motivationally challenging while simultaneously offering the students a fun learning experience.”
From Serious Games and Their Effect Improving Attention in Students with Learning Disabilities (2019) · cites this paper as [27]
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- Authors
- Evans, M. A., Norton, A., Chang, M., Deater-Deckard, K., & Balci, O.
- Affiliations
- Virginia Tech (US)
- Florida International University (US)
- Department of Computer Science, Virginia Tech, Blacksburg, VA, USA
- Venue
- Zeitschrift für Psychologie
- Publisher
- Hogrefe Publishing Group
- Published
- 2013-01
- Volume
- 221
- Issue
- 2
- Pages
- 98-106
- ISSN
- 0044-3409 (ISSN-L)
- 2190-8370
- 2151-2604
- OpenAlex
- W2115859140
- Cited by
- 29
- References
- 67
- Citations by year
- 2026: 1 · 2025: 2 · 2024: 2 · 2023: 1 · 2022: 1 · 2021: 2 · 2020: 1 · 2019: 2 · 2016: 4 · 2015: 5 · 2014: 4 · 2013: 4
- FWCI
- 11.71
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Zeitschrift für Psychologie (publishedVersion)
- Funders
- National Science Foundation
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- video games, youth, mathematics learning, student engagement, game-based learning, algebra readiness, junior high school students, game elements, mathematics achievement
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