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A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
This is a list of notable educational video games. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education).
The ability to immerse oneself in the gaming process facilitates "empathetic embodiment" which occurs when a player learns to identify with the character they have chosen for the game and the virtual environment of the game (Barab, 2009). [2] Educational video games have been divided into two major categories. "Edutainment" games are those that ...
While the original console version of the game for Xbox 360 and PS3 had a brief tutorial level, no other version has made any attempt to teach players how to play it, until Education Edition, that is.
It is the developer of the 2011 and 2022 Prodigy Math, a roleplaying game where players solve math problems to participate in battles and cast spells, and Prodigy English, a sandbox game where players answer English questions to earn currency to gain items. Although each game is standalone, both are accessible through a single Prodigy account.
Educational software, as the name implies, are a subset of educational games which attempt to teach the user using the game as a vehicle. Most of these types of games target young user from the ages of about three years to mid-teens; past the mid-teens, subjects become so complex (e.g. Calculus) that teaching via a game may be impractical.
In 2013, Mahimker claimed that the game's playerbase was growing at a monthly rate of approximately 50 per cent. [3] By January 2021, Prodigy Math had about 100 million registered users and nine million active monthly users, its growth affected by the need for distance learning caused by the COVID-19 pandemic .
All types of games, including board, card, quizzes, and video games, may be used in an educational environment. [23] Educational games are designed to teach people about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. [citation needed]