{"id":10144,"date":"2025-01-16T16:00:00","date_gmt":"2025-01-16T16:00:00","guid":{"rendered":"https:\/\/blogs.sussex.ac.uk\/tel\/?p=10144"},"modified":"2025-01-31T09:07:28","modified_gmt":"2025-01-31T09:07:28","slug":"level-up-your-teaching-video-games-arent-just-for-gamers","status":"publish","type":"post","link":"https:\/\/blogs.sussex.ac.uk\/tel\/2025\/01\/16\/level-up-your-teaching-video-games-arent-just-for-gamers\/","title":{"rendered":"Level Up Your Teaching: Video Games Aren\u2019t Just for Gamers!"},"content":{"rendered":"\n<blockquote class=\"wp-block-quote has-text-align-center\"><p><em>\u201cIf Pac-Man had affected us as kids, we&#8217;d all be running around in dark rooms, munching pills and listening to repetitive electronic music.\u201d<\/em><\/p><p><em>\u2015 <\/em><strong><em>Marcus Brigstocke<\/em><\/strong><\/p><\/blockquote>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51.jpg\"><img loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51-1024x576.jpg\" alt=\"An image from the game Pacman. The yellow circle character of pacman is eating white dots followed by colourful ghosts. \" class=\"wp-image-10145\" srcset=\"https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51-1024x576.jpg 1024w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51-300x169.jpg 300w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51-768x432.jpg 768w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51-1536x864.jpg 1536w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51-100x56.jpg 100w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51-150x84.jpg 150w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51-200x113.jpg 200w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51-450x253.jpg 450w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51-600x338.jpg 600w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51-900x506.jpg 900w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/pacman-2560-x-1440-d5yj0fug2f7amq51.jpg 1920w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/a><\/figure>\n\n\n\n<h2><strong>Learning through how things work<\/strong><\/h2>\n\n\n\n<p>Despite their commercial success games are often still seen, by some as trivial and lacking in legitimacy, compared to more traditional media. Video games have often been dismissed as mindless fun, but they\u2019re so much more than that. In fact, they could be the perfect teaching tool you didn\u2019t know you needed. Bogost, (2007, 2021) states that videogames legitimacy as a medium requires a more robust analysis than comparisons to other media and bidding for time until it has acceptance. In fact, Bogost suggests that \u201cvideogames open a new domain for persuasion, thanks to their core representational mode, procedurality. \u201cProcedural rhetoric\u201d in video games involves designing the rules, mechanics, and interactions of a game to create specific experiences and foster types of thinking. By engaging with these systems, players don&#8217;t just passively receive information; they actively learn by doing (an embodied experience). This makes video games uniquely suited to teach complex, dynamic concepts that are difficult to convey through static media. Games break down abstract concepts and give students the freedom to experiment\u2014fail, try again, and succeed, while developing critical thinking and problem-solving skills (Tannahill, Tissington, and Senior, 2012).<\/p>\n\n\n\n<h2><strong>It\u2019s About Immersive Learning<\/strong><\/h2>\n\n\n\n<p>Imagine taking your students from passively reading about history to actively experiencing it. Games like <a href=\"https:\/\/www.gamesforchange.org\/games\/massira\/\"><em>Massira<\/em><\/a>, which takes players through the refugee experience, allow students to engage with content on a deeper emotional level. This \u201cembodied learning,\u201d is where students learn, by doing (Gee, 2008). They don\u2019t just read about problems; they live them in a safe, simulated environment, making the experience much more impactful. Whether it\u2019s exploring complex problems in economics, tackling ethical dilemmas in healthcare, or even diving into the physics of space travel, video games offer an interactive and engaging approach to learning (Bogost, 2007).<\/p>\n\n\n\n<p>Students can attempt to better understand the cause and effects of ideas and contexts by throwing them into a game where their actions have consequences and watch them learn through experimentation. This learning method makes video games especially useful for teaching complex systems, where students actively explore and manipulate. Cram A., Hedberg J. G., Gosper M., &amp; Dick G. (2011) state that \u201cwhen social actors experience a higher level of embodied interaction, they more effectively encode, convey, and decode individual and collective communicative acts\u201d. Video games involving complex scenarios require strategic thinking and problem-solving, which are skills to be fostered in Higher Education.<\/p>\n\n\n\n<h2><strong>Building Empathy Through Gameplay<\/strong><\/h2>\n\n\n\n<p>In a classroom, you can explain concepts like empathy, but how do you make students <em>feel<\/em> it? Video games have the potential to evoke emotional responses that help players develop empathy. Procedures and processes that govern our experiences can feel too abstract or distant for us to truly understand and empathize with. The makers of the game \u2018<em>The Walking Dead\u2019<\/em> studied the impact of activating mirror neurons &#8211; those responsible for understanding others&#8217; emotions <a href=\"https:\/\/www.psychologyofgames.com\/2012\/11\/the-walking-dead-mirror-neurons-and-empathy\/\">(Madigan, 2012)<\/a>. They were inspired by a study looking at chimpanzees and how they reacted to facial expressions. This led them to focus on the detail expressed on the character\u2019s faces in their game design. Attention to detail from those facial cues paid off as players reported higher levels of empathy and emotional reaction to the plight of the characters. The game\u2019s success in this area is attributed to the success of triggering mirror neurons. This suggests that by stepping into someone else\u2019s shoes, or being exposed to people&#8217;s experiences and feelings, students learn to see and feel the world from new perspectives.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-scaled.jpg\"><img loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-1024x576.jpg\" alt=\"An image taken from the game &quot;The Walking dead&quot;. Two characters have concerned looks on their faces\" class=\"wp-image-10146\" srcset=\"https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-1024x576.jpg 1024w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-300x169.jpg 300w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-768x432.jpg 768w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-1536x863.jpg 1536w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-2048x1151.jpg 2048w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-100x56.jpg 100w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-150x84.jpg 150w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-200x112.jpg 200w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-450x253.jpg 450w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-600x337.jpg 600w, https:\/\/blogs.sussex.ac.uk\/tel\/files\/2025\/01\/the-walking-dead-the-final-season-clementine-aj-900x506.jpg 900w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/a><\/figure>\n\n\n\n<h2><strong>Problems, solutions &amp; reflection<\/strong><\/h2>\n\n\n\n<p>Videogames offer a playground for people to experiment in a situational context and take on \u2018roles\u2019 and simulate solutions from different perspectives leading to better understanding and empathetic approach to effective problem-solving (Cram A., Hedberg J. G., Gosper M., &amp; Dick G. 2011). Not all problems are created equally and some of them have solutions that are correct and knowable; therefore, processes can be followed to a solution, objectively. At the other end of the spectrum, we have conflicting evidence, opinions and assumptions which leave us with different solutions. Our different attitudes, emotions, and values may impact our ideas. A game may offer you the chance to play with those conflicting solutions and challenge your own assumptions and biases. This intention does not always go to plan as Bogost (2021) describes in a scenario where a tutor used a game where students assumed the role of running a McDonalds franchise \u201ca scathing critique of the multinational fast-food industry\u201d. The tutor hoped that students would reflect on the corruption, environmental impact, and questionable employment practices a large multi-national organisation adopts in the name of profit. Instead, students reported an increase empathy for the challenges faced by CEOs.<br>Effective use of video games in education doesn\u2019t stop at just playing them. The most effective learning happens when students reflect on what they\u2019ve done. After a game session, set aside time for discussions, problem-solving exercises, or even debates. What strategies worked? What didn\u2019t? Reflection helps students solidify their understanding and apply it to real-world situations (Doney, 2019).<\/p>\n\n\n\n<h2><strong>Takeaways for Your Teaching<\/strong><\/h2>\n\n\n\n<p>Is it time to start thinking about or even rethink that video games are a serious educational tool? They offer immediate feedback, encourage critical thinking, and make learning fun. Games provide a risk-free environment where students can explore, fail, and try again perfect for subjects where practical experience is key but real-world stakes are high. Next time you\u2019re planning a lesson, why not consider a video game? Whether you\u2019re teaching economics, history, healthcare, or physics, video games have something to offer. Give them a try and watch your students level up their learning!<\/p>\n\n\n\n<h2><strong><u>Places to go to get started<\/u><\/strong><\/h2>\n\n\n\n<p><a href=\"https:\/\/www.testtubegames.com\/games.html\">Test Tube Games<\/a> \u201cBringing Science to life\u201d.<\/p>\n\n\n\n<p><a href=\"https:\/\/www.gamesforchange.org\/\">Games 4 Change<\/a><\/p>\n\n\n\n<p><a href=\"https:\/\/education.minecraft.net\/en-us\/resources\/explore-lessons\">Minecraft Education<\/a> \u2013 The university has access to the library of pre-made (adaptable) Minecraft lessons covering a range of disciplines.<\/p>\n\n\n\n<h2><strong>References<\/strong><\/h2>\n\n\n\n<p>Ahn, S. J., Bessarabova, E., Bogost, I., Burgoon, J., Deen, M., Dunbar, N. E. (Norah E., Elizondo, J., Ferri, G., Flanagan, M., Grace, L. D., Hera, T. de la, Jacobs, R., Jansz, J., Jensen, M., Kaufman, G., Ketel, C., Kors, M., Lee, Y.-H., Miller, C. H., \u2026 Wilson, S. (2021). <em>Persuasive gaming in context<\/em> (J. Raessens, B. Schouten, J. Jansz, &amp; T. de la Hera, Eds.). Amsterdam University Press. <a href=\"https:\/\/doi.org\/10.1515\/9789048543939\">https:\/\/doi.org\/10.1515\/9789048543939<\/a><\/p>\n\n\n\n<p><a>Bogost, I. (2007) <\/a><em>Persuasive Games: The Expressive Power of Videogames<\/em>. Cambridge, MA: MIT Press.<\/p>\n\n\n\n<p>Cram A., Hedberg J. G., Gosper M., &amp; Dick G. (2011). Situated, embodied and social problem-solving in virtual worlds. <em>Research in Learning Technology<\/em>, <em>19<\/em>(3). <a href=\"https:\/\/doi.org\/10.3402\/rlt.v19i3.17114\">https:\/\/doi.org\/10.3402\/rlt.v19i3.17114<\/a><\/p>\n\n\n\n<p>Doney, I. (2019) \u2018Research into effective gamification features to inform e-learning design\u2019, <em>Research in Learning Technology<\/em>, 27. Available at: <a href=\"https:\/\/doi.org\/10.25304\/rlt.v27.2093\">https:\/\/doi.org\/10.25304\/rlt.v27.2093<\/a> (Accessed: 4 October 2024).<\/p>\n\n\n\n<p>Gee, E., &amp; Gee, J. P. (2017). Games as Distributed Teaching and Learning Systems. <em>Teachers College Record (1970)<\/em>, <em>119<\/em>(12), 1\u201322. <a href=\"https:\/\/doi.org\/10.1177\/016146811711901202\">https:\/\/doi.org\/10.1177\/016146811711901202<\/a><\/p>\n\n\n\n<p>Gee, J. P. (2008) <em>What Video Games Have to Teach Us About Learning and Literacy<\/em>. 2nd edn. New York: Palgrave Macmillan.<\/p>\n\n\n\n<p>Gene Carolan. (2021). \u2018Papers, Please\u2019 \u2013 Using a Video Game to explore Experiential Learning and Authentic Assessment in Immigration and Asylum Law. <em>Irish Journal of Academic Practice<\/em>, <em>9<\/em>(2). <a href=\"https:\/\/doi.org\/10.21427\/PC79-AN45\">https:\/\/doi.org\/10.21427\/PC79-AN45<\/a><\/p>\n\n\n\n<p>Madigan, J. (2012) \u2018The Walking Dead, mirror neurons, and empathy\u2019, <em>Psychology of Games<\/em>, 7 November. Available at: <a href=\"https:\/\/www.psychologyofgames.com\/2012\/11\/the-walking-dead-mirror-neurons-and-empathy\/\">https:\/\/www.psychologyofgames.com\/2012\/11\/the-walking-dead-mirror-neurons-and-empathy\/<\/a> (Accessed: 4 October 2024).<\/p>\n\n\n\n<p>Tannahill, N., Tissington, P. and Senior, C. (2012) \u2018Video Games and Higher Education: What Can &#8220;Call of Duty&#8221; Teach Our Students?\u2019, <em>Frontiers in Psychology<\/em>, 3, pp. 1\u201310. Available at: <a href=\"https:\/\/doi.org\/10.3389\/fpsyg.2012.00210\">https:\/\/doi.org\/10.3389\/fpsyg.2012.00210<\/a> (Accessed: 4 October 2024).<\/p>\n\n\n\n<hr class=\"wp-block-separator\" \/>\n\n\n\n<p><\/p>\n<div class=\"sharedaddy sd-sharing-enabled\"><div class=\"robots-nocontent sd-block sd-social sd-social-icon sd-sharing\"><h3 class=\"sd-title\">Share this:<\/h3><div class=\"sd-content\"><ul><li class=\"share-twitter\"><a rel=\"nofollow noopener noreferrer\" data-shared=\"sharing-twitter-10144\" class=\"share-twitter sd-button share-icon no-text\" href=\"https:\/\/blogs.sussex.ac.uk\/tel\/2025\/01\/16\/level-up-your-teaching-video-games-arent-just-for-gamers\/?share=twitter\" target=\"_blank\" title=\"Click to share on Twitter\"><span><\/span><span class=\"sharing-screen-reader-text\">Click to share on Twitter (Opens in new window)<\/span><\/a><\/li><li class=\"share-facebook\"><a rel=\"nofollow noopener noreferrer\" data-shared=\"sharing-facebook-10144\" 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Anne Hole, the liaison learning technologist for Arts and Humanities was pleased to be involved\u2026","rel":"","context":"In &quot;Technology Enhanced Learning&quot;","img":{"alt_text":"","src":"https:\/\/i1.wp.com\/blogs.sussex.ac.uk\/tel\/files\/2014\/07\/Image-for-SCLS_small-300x225.png?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":3818,"url":"https:\/\/blogs.sussex.ac.uk\/tel\/2016\/03\/01\/inclusive-digital-teaching-practice\/","url_meta":{"origin":10144,"position":1},"title":"Inclusive Digital Teaching Practice","date":"1st March 2016","format":false,"excerpt":"To celebrate the launch of our\u00a0new Inclusive Digital Practice Award, supported by funding from Santander Universities, this week's blog post will look at ideas for how technology can be used as an enabler for inclusive teaching and learning. What do we mean by \u2018inclusive\u2019 teaching practice? Inclusive teaching considers the\u2026","rel":"","context":"In &quot;Technology Enhanced Learning&quot;","img":{"alt_text":"Inclusive teaching awards, sponsored by Santander Universities ","src":"https:\/\/i0.wp.com\/blogs.sussex.ac.uk\/tel\/files\/2016\/03\/Capture.jpg?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":9621,"url":"https:\/\/blogs.sussex.ac.uk\/tel\/2023\/09\/12\/am-i-having-fun-yet-dipping-a-toe-into-playful-learning\/","url_meta":{"origin":10144,"position":2},"title":"Am I having fun yet? Dipping a toe into Playful Learning","date":"12th September 2023","format":false,"excerpt":"In July I was lucky enough to attend the Playful Learning Conference at the University of Leicester. This is where people who are passionate about incorporating play into Higher Education gather to share ideas, experiences and, most importantly, their failures. Full disclosure: my notes from the train on the way\u2026","rel":"","context":"In &quot;Active learning&quot;","img":{"alt_text":"","src":"https:\/\/i0.wp.com\/blogs.sussex.ac.uk\/tel\/files\/2023\/09\/IMG_2873-scaled.jpeg?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":7956,"url":"https:\/\/blogs.sussex.ac.uk\/tel\/2019\/10\/29\/dates-for-your-diary-book-now-for-these-great-tel-workshops\/","url_meta":{"origin":10144,"position":3},"title":"Dates for your diary! Book now for these great TEL workshops.","date":"29th October 2019","format":false,"excerpt":"We have a great line-up of new workshops for University of Sussex teaching staff this semester. Whether you want to explore next steps with Canvas, are looking to make the most of Panopto, our new online media platform, or are wondering what might be out there to take your students\u2019\u2026","rel":"","context":"In &quot;Professional Development&quot;","img":{"alt_text":"","src":"https:\/\/i2.wp.com\/blogs.sussex.ac.uk\/tel\/files\/2019\/10\/business-3190209_1920.jpg?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":9277,"url":"https:\/\/blogs.sussex.ac.uk\/tel\/2022\/09\/06\/educational-enhancement-ee-a-fresh-start-for-tel\/","url_meta":{"origin":10144,"position":4},"title":"Educational Enhancement (EE): a fresh start for TEL","date":"6th September 2022","format":false,"excerpt":"Members of EE at a workshop. To better reflect the activities of our department, Technology Enhanced Learning has been renamed Educational Enhancement (EE). In recent years the team, which was originally focussed on Learning Technologies, has grown to also include Academic Development and Online Distance Learning. What does Educational Enhancement\u2026","rel":"","context":"In &quot;Technology Enhanced Learning&quot;","img":{"alt_text":"","src":"https:\/\/i2.wp.com\/blogs.sussex.ac.uk\/tel\/files\/2022\/09\/MicrosoftTeams-image.png?resize=350%2C200&ssl=1","width":350,"height":200},"classes":[]},{"id":10097,"url":"https:\/\/blogs.sussex.ac.uk\/tel\/2024\/10\/17\/games-narratives-and-emotional-connection-in-online-distance-learning-in-conversation-with-brena-collyer-de-aguiar\/","url_meta":{"origin":10144,"position":5},"title":"Games, Narratives and Emotional Connection in Online Distance Learning: In Conversation with Brena Collyer De Aguiar","date":"17th October 2024","format":false,"excerpt":"Click here to listen to the original interview Simon Overton:Today I am joined by Brena Collyer De Aguiar, Online Distance Learning Manager focusing on Course Development and Delivery, and Senior Learning Technologist for ODL. Welcome, Brena. Brena Collyer De Aguiar:Thank you, Simon. Simon:Why don\u2019t we start by you telling me\u2026","rel":"","context":"In &quot;Educational Enhancement&quot;","img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]}],"_links":{"self":[{"href":"https:\/\/blogs.sussex.ac.uk\/tel\/wp-json\/wp\/v2\/posts\/10144"}],"collection":[{"href":"https:\/\/blogs.sussex.ac.uk\/tel\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blogs.sussex.ac.uk\/tel\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.sussex.ac.uk\/tel\/wp-json\/wp\/v2\/users\/424"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.sussex.ac.uk\/tel\/wp-json\/wp\/v2\/comments?post=10144"}],"version-history":[{"count":2,"href":"https:\/\/blogs.sussex.ac.uk\/tel\/wp-json\/wp\/v2\/posts\/10144\/revisions"}],"predecessor-version":[{"id":10149,"href":"https:\/\/blogs.sussex.ac.uk\/tel\/wp-json\/wp\/v2\/posts\/10144\/revisions\/10149"}],"wp:attachment":[{"href":"https:\/\/blogs.sussex.ac.uk\/tel\/wp-json\/wp\/v2\/media?parent=10144"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blogs.sussex.ac.uk\/tel\/wp-json\/wp\/v2\/categories?post=10144"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blogs.sussex.ac.uk\/tel\/wp-json\/wp\/v2\/tags?post=10144"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}