As an elementary school teacher in the 21st century there is a significant amount of pressure from parents, administration, and even students to not just implement, but to integrate technology into the curriculum. In fact, as a teacher in a Utah school district part of my yearly performance assessment was to prove how my students were "effectively" using education. I was teaching in a school that had a 1:1 student to Chromebook ratio and it was expected for students to reach various benchmarks regarding the use of technology; even the end of year state-mandated exams were given via computer starting in grade 3.
While using the computers regularly, even daily, in class never lost its luster, tedious practices such as typing exercises certainly did. I learned quickly that finding a fun alternative for math, literacy, and even typing going to be key in keeping students engaged in learning. For this reason, I chose to read the chapter titled "Mobile Digital Games as an Educational Tool in K-12 Schools" from the book Mobile and Ubiquitous Learning: An International Handbook to blog about this week.
Right out the gate the authors of this chapter state the importance of teachers who can adapt and adjust their pedagogies to accommodate new technologies. They also don't waste time stating the benefits of using games in the classroom by saying that "[a]ccording to Deubel's study (2006), mobile digital game-based learning (a) provides deep engagement, (b) offers motivation for persistence in learning, (c) enables customized learning experiences, and (d) promotes long-term and working memories" (Crompton et al. 2018). As an educator I can personally attest to each of these benefits. Whether my students were practicing literacy skills on Lexia, practicing math skills with Freckle, practicing their keyboarding while racing against friends on NitroType, or learning to code with code.org, my students were highly engaged and highly motivated; as a teacher I loved that many of the games my students could access at school (whether assigned or free-choice) offered differentiation--every student could work on his/her own level and master skills they most needed; which is argued in the chapter as one of the greatest benefits of digital games in learning.
The chapter also advocates the development of "critical twenty-first century skills that are imperative for real-world success" (Crompton et al. 2018). I noticed at the beginning of the year students struggled with more than just keyboarding, but with critical computer skills such as double-clicking, drag-and-drop, highlighting text, and scrolling, among others. Many games provide a friendly, engaging format for students to practice these skills, which were needed for my students to take their end of year state exam, in a low pressure way.
Benefits of digital games aside, the chapter also recognizes key features of successful educational games which include taking into account the age, gender, competitiveness, etc. of players, any special needs, the role of the teacher; as well as clear rules, choice and chance elements, goals, immediate feedback, and evaluation to name a few (Crompton et al. 2018). It is up to the teacher to choose which games will be used how, meaning to meet which learning goals specifically. One suggestion I liked that was given was to have the students revisit and reflect on what they have learned by using various games, and the authors put forward the cruciality of student reflection as it allows them to fully engage.
Regarding students' cognitive development the chapter indicates that mobile digital games will enhance learners' memory capacities (short-term, long-term, and working) as well as logical reasoning. This is because players are required to memorize rules, functions, sequences and more to complete tasks in the games they engage. In addition, digital gaming is much faster paced than "regular play", requiring students to work and react quickly, strategize, and think ahead.
As a student, teacher, and in my personal life I have learned to use collaborative documents via technology such as GoogleSlides or Google Docs. Crompton et al. have not left the benefits to students' collaborative skill enhancement out of their persuasive defense of digital games. In fact, they state, "The nature of digital games includes (a) the opportunity to act out a role, (b) being a member of a group, and (c) making decisions within predominant values and attitudes in a society; digital games can enhance learners' social skill development."
![]() |
| Image from https://www.beloitdailynews.com/front_page_slider/20171122/collaboration_helps_kids_learn_new_skills |
In case you are worried you can't find a way to integrate games into your curriculum, the chapter goes on to break down mobile digital games in specific subject areas such as science, history, math, art, and literature and language. In the end the authors instruct educators that to be successful in utilizing games, there still needs to be a connection to the lesson objective, but the argument is well laid out prior to the conclusion: mobile digital games are absolutely beneficial and worth the use in any educational situation.
References
Crompton, H., Lin, Y., Burke, D., and Block, A. (2018). Mobile digital games as an educational tool in K-12 schools. In: S. Yu, M. Ally, and A. Tsinakos, eds. Mobile and ubiquitous learning: An international handbook. Singapore: Springer Nature Singapore Pte. Ltd. pp. 3-18.






