It’s Dangerous to Learn Alone – Play This: Video Games in Higher Education, Particularly in the Composition Classroom

Item

Title
It’s Dangerous to Learn Alone – Play This: Video Games in Higher Education, Particularly in the Composition Classroom
name
Joy
lastName
Sterrantino
Abstract
When people think of educational games, they often just think of ones geared towards kids: these might
include spelling and vocabulary games like Scribblenauts, creative games such as Minecraft, as well as historical
games such as Carmen [Sandiego]’s Ancient Caper, but according to the Entertainment Software Association
in 2019, 65% of adults play video games (almost half of which are female), the average gamer is 33 years old,
and 63% of all gamers are playing with others at least one hour a week (“Essential Facts” 4, 5, 8). This means
that the majority of the population plays video games of one type or another. Video games are part of most
people’s discourse today, so it is odd that they are virtually ignored as a pedagogy once students enter middle
or high school, and they certainly are not considered as a viable learning method in college. However, since
games may be the key to how the majority of people of all ages learn best, it is a tool worth utilizing in higher
education. I believe in particularly stressful classes, such as freshman composition, gamifying the classes
can help reduce student stress and help achievement by couching complex and unfamiliar ideas in a fun and
familiar structure.
Thus, dialect is important because we often get caught up in “proper dialects,” academic language and in this
case, traditional academic formats. And while these are important to learn, students can learn them better
when working by adapting an already-effective language to new and often intimidating information. Gaming
has been proven to be one of the most effective methods of motivation and feedback to exist which is exactly
what students need.
Creator
Sterrantino, Joy
Bibliographic Citation
“It's Dangerous to Learn Alone; Play This: Video Games in the Higher Education, particularlyin the Composition Classroom”, Dialogue: The Interdisciplinary Journal of Popular Culture andPedagogy, Jun 2021,http://journaldialogue.org/issues/v8-issue-3/its-dangerous-to-learn-alone-play-this-video-gam es-in-higher-education-particularly-in-the-composition-classroom/
Access Rights
Creative Commons license
Type
Scholarship
Publisher
Southwest Popular/American Culture Association

This item was submitted on August 24, 2026 by [anonymous user] using the form “Institutional Repository Contribution Form” on the site “SUU Institutional Repository”: https://omeka.li.suu.edu/omeka-s/s/suu-ir

Click here to view the collected data.

New Tags

I agree with terms of use and I accept to free my contribution under the licence CC BY-SA.