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The potential benefits of learning digital games have captured the imaginations of numerous educators, instructional designers, and researchers for decades. There is some evidence that games can positively impact student time-on-task and attitude toward learning subject matter, which, in theory, should improve learner achievement. The results of these studies remain thoroughly mixed and this entry provides an overview of research outcomes from studies related to learning games in terms of their effectiveness to engender learning.

Both pure games and those with distinctive simulation elements have been employed in classrooms and laboratories extensively to determine their effectiveness to support different aspects of learning ranging from acquisition of reified, factual content to the construction of knowledge in complex problem-based settings. In terms of having a direct impact on learning as defined in the context of achievement, the trouble with games is the same as with any other media: Can media actually impact student learning?

The purpose of this entry is to describe the findings regarding the impact of games on student learning in both formal and informal learning settings. This is not only learning as defined in the context of standardized achievement, but also other changes in the learner that may have resulted from the learner’s interactions with the digital game. As such, learning impacts may run the gamut from improving student attitude toward, to engagement with, learning. They may also result in observation of student performance improvement on subjective tasks such as writing, as well as achievement on standardized tests.

General Expectations of the Impacts of Games on Learning

Prior to exploring the research, it is important to define our terms. For the purposes of this entry, learning games offer experiences that include

  • a form of play activity,
  • some conflict to drive play and cognitive activity,
  • rules readily apparent to the learner that mirror a reality that governs,
  • interactivity between player and game that includes feedback from the game system, and
  • a win or loss for the learner or player.

Much of the research on the use of learning games has focused on examining the construct as a tool for supporting particular activities expected to support learning, but not directly impact achievement. For example, Kurt Squire’s work with the Civilization series focused on providing support for constructed, shared student understandings, to encourage social interactions to that end, or to encourage engagement with a game system rather than on particular learning outcomes or achievement. Early games in the 1980s and 1990s such as Mavis Beacon Teaches Typing, Math Blaster, Reading Blaster, Lemonade Stand, and Oregon Trail I and II were put forward as examples of how games could be used to teach and meaningfully improve learning. However, formalized research was not conducted at the time, leaving us mainly with anecdotes about their effectiveness as learning tools rather than empirical evidence.

Since then, meta-analyses of learning game products previously conducted by Robert T. Hays indicate that only rarely do learning games induce statistically significant gains with standardized achievement. Games offer affordances like autonomous learning opportunities for learners seeking self-pacing, interaction, and rapid feedback with peers and instructor, and can be a safe place in which to engage in repeated practice of skills that may be too dangerous to do in the real world.

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