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New Report: Benefits of Video Games in K-12 Education

Washington, D.C. – October 26, 2021 – The Higher Education Video Game Alliance (HEVGA) and the Entertainment Software Association (ESA) today released a new report highlighting the benefits of using video games in K-12 settings.

Based on an extensive review of decades of academic literature, the report, Benefits of Video Games in K-12 Education, discusses the benefits of using video games both in and outside of the classroom. The review is augmented by in-depth interviews conducted with teachers currently using video games in their schools.

The report highlights key findings from the literature: video games engage students, meet students where they are, enhance problem-solving skills, and help teachers accommodate different learners.

Whether part of a curriculum or after school club, the literature further underscores how video games are dynamic learning tools that promote engagement and resilience, stimulate collaboration, develop technical skills, and encourage participation. The report ends with a section outlining considerations for educators.

“The educators interviewed for this project work at public, charter, and independent schools in big cities, suburbs, and towns across the country. They teach math, science, language, history and more,” HEVGA President Andrew Phelps said. “The research shows these educators are successfully using games as powerful tools to foster learning, exploration, and connection. We hope the report encourages more teachers to use video games in their classrooms.”

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HEVGA Report of Program Graduates: Highlighted Excerpts

A little over a year ago HEVGA published our most recent report on program graduates. Today it is still regularly being used by administrators, faculty, industry, and government agencies. For more information or to read the report, please click here.

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Games Programs in Community Colleges & Universities

The total number of technical training centers, community colleges, and large universities with games courses and programs is considerable. In the US alone, over 520 institutions offered 1200+ game-related programs and degrees in 2018. An even greater number offered courses, but no program or degree. Meanwhile, the number of games-related programs in post- secondary institutions in Canada has increased ninefold over the past decade.

Survey respondents reported a dizzying array of diplomas and degrees. The percentage of respondents pursuing Bachelor of Arts degrees increased from 13% to 20%, while those pursuing Bachelor of Science degrees increased from 11% to 18%. Graduate degrees in game studies appear to have declined in popularity between the 2015 and the 2019 reports. With the exception of Master of Arts degrees which increased from 2% to 7%, there were fewer respondents pursuing Master’s and Doctorate degrees in game-related areas compared with those in 2015. The general improvement in the economy over this time may have been a factor in this decline, with more people entering the workforce shortly after graduation, rather than pursuing further education.

With respect to specific courses, respondents most commonly reported participating in classes on Game Design, Game Production, and Game Programming. Animation, Level Design, and 3D Modeling were also popular. Interestingly, fewer students reported taking critical game studies courses, compared with those in the 2015 HEVGA Survey. Given the remarkable challenges the games industry is facing in terms of equity, marginalization, and labor conditions, this could be a worrying trend.