Article Review: Learning Through Video Games

  1. Provide the citation and attach a pdf of the article (10 pts) Pro Tip: You can use ZotZero, but check the output against the APA Style online guidelines
    • Khalid, T., Batool, S., Khalid, A., Saeed, H., & Zaidi, S. (2019). Pakistani students’ perceptions about their learning experience through video games. Library Hi Tech, 38(3), 493-503.
    • Pakistani_students’_perception
  2. What is the abstract of the article?  (10 pts)  Tips: This is usually a 200 word or less article summary. The abstract is your only cut and paste answer.
    • AbstractPurpose

      The emergence of digital technological advances pushes educators for understanding and utilizing these technologies for classroom use. The current generation of teenagers has grown up in a networked world where everyone is immersed in technology-based gadgets in everyday life. Therefore, the purpose of this paper is to investigate video game-based academic and information literacy (IL) learning of teenagers of private schools of Lahore city. Lahore is the capital city of the province of Punjab. Literary works highlighted the importance of video games in developing academic and IL skills; therefore, the current research aims to reveal this fact in local context.

      Design/methodology/approach

      The present study adopted qualitative research design and utilized phenomenological research method to achieve study’s objectives. The data were collected through face-to-face interviews. The study participants were teenagers (aged 13‒19 years) of elite economic class of private schools where students normally owned latest video game gadgets.

      Findings

      Based on the study findings, it is elucidated that playing video games has a positive impact on teenagers’ learning, and it promotes quick thinking. The participants exert effort to achieve goals, take up challenges for completing different points at various stages of games and interact with online competitors. It enhanced their social communication, problem-solving and IL (searching/locating and evaluating) skills.

      Research limitations/implications

      The present study has some limitations. First, sample is limited to elite economic private schools of Lahore. Second, the lack of availability of regular video game players has limited the sample size, as Pakistan is a developing country and limited numbers of teenagers use and can afford gaming gadgets. Lastly, the results of this study are based on students’ perceptions, so there is a need to measure actual learning with assessments.

      Originality/value

      The results of the study are beneficial for the game developers, teachers, librarians and parents. The education sector may support video games usability as learning tools. (Khalid et al., 2019)

  3. Was the study experimental or non-experimental? Explain, tell us what made that clear.
    • This study was non-experimental. The authors were not changing any variables, just collecting data.
  4. Was the research qualitative or quantitative? Again, explain.
    • It was qualitative because it covered how well the students thought they were learning, largely ignoring numbers.
  5. What was the population studied? Why do you say that?
    • Students in Pakistan
  6. What sample was used for this study? Explain.
    • The students in the private schools in Lahore city ranging from ages 13-19.
  7. What was the method of measurement?
    • Face-to-face interviews.
  8. What was the method of analysis?
    • The method was to find the common ground in between all the interviews to find the most common answer.
  9. What was the conclusion of the study?
    • That video games helped students succeed, along with improving communication and thinking skills.
  10. Why is this study useful to you? Explain in detail.
    • It is useful because it shows that while video games in excess are known to be bad, they can also prove to be beneficial as long as they are consumed in moderation. It also helps me to justify my video game addiction.
  11. What would be the next logical step in extending this study?
    • To broaden the sample size to not just private schools, but public schools. It would also be good to try different countries to see if the data agrees.

About acmarek

Hi, I am Andrew Marek. I am a senior, and I probably spend way too much of my time playing video games than I should.

3 thoughts on “Article Review: Learning Through Video Games

  1. Ever since I was young I thought that video games had some learning characteristics in them. Every video game has something to accomplish, and some make you use your brain quite a bit. I think that this article was a great one to look at because many people do not think that video games can enhance learning.

  2. I am the parent of a seven-year-old and also a lifelong gamer. My child has of course picked up the same habit. It was reassuring to read that they could be a positive effect on playing video games, which is contrary to the commonly held beliefs. I also found it interesting to read about video game players in a developing country.

  3. This is definitely an interesting topic for discussion, and it is very informative for this day and age. I think video games teach our youth many skills that they will use so I love that it is being researched for use in academia. I would agree with you that it would make sense to expand research into private schools and other countries. I would also be interested to see the differences in cognitive learning of those children who have access to video game gadgets and those who do not have access to them. Like you said, the limitation of being able to afford the gadgets is a cause for concern but it could play into just another area to research to maybe justify a program to bring such gadgets to under privileged youth.

Leave a Reply to Brock Barton Cancel reply

Your email address will not be published. Required fields are marked *