As constructivism gains more popularity in undergraduate engineering classrooms, video games are used with
more frequency for instructional purposes. In fact, many of the principles of constructivism are practiced in the
classroom through the use of video games. Since the beginning of this educational trend, several studies have
been conducted to evaluate the effect that some learning or recreational games have had on learners and on their
mastery of learning objectives. Many of these studies have focused on specific sets of skills that specific video
games can promote. Nevertheless, there is evidence that any type of video game, regardless of its learning or
recreational nature, can help students develop certain knowledge, skills, and attitudes (KSAs) that could be useful
for engineering education. This literature review will describe the KSAs that could be obtained in constructivistoriented
classrooms when learners engage in any type of video game. The following research questions have
guided this review: What KSAs do students learn when playing any type of video games? Why can video games
be considered constructivist instructional materials? This research paper looks forward to demonstrating that
beyond learning objectives that can be assigned to specific video games in the classroom, video games can teach
KSAs that are implicit in each gaming opportunity, such as high-order thinking and decision-making skills,
persistence, socialization, leadership skills, self-confidence, and autonomy and self-regulation.
|