3.2.1. Theme 1: Transferable Skills
Students consistently reported perceiving that playing video games developed various creative skills such as problem solving, teamwork, critical thinking, and time management, which they feel are applicable to academic settings.
Problem Solving and Critical Thinking
Video games were seen by many students as a breeding ground for creative problem-solving skills and critical thinking. Students highlighted how gaming experiences encourage them to think creatively and find alternative solutions to problems. As S5 noted, “thinking outside the box… finding alternative solutions… games like Souls series… Uncharted series… require a lot of thinking outside the box”. This indicates that these games challenge students to approach problems from different angles and come up with unique strategies. S6 mentioned, “There can be a puzzle… with multiple solutions… It helps me see that there are many ways to solve a problem”, referring to Crash Bandicoot. This suggests that exposure to games with various puzzle solutions helps students recognize that problems can be approached and solved in multiple innovative ways. Similarly, S22 stated, “Games make me think outside the box… I try to think as unpredictably as possible to find a solution”. This reinforces the idea that gaming fosters innovative thinking, encouraging students to be creative and unconventional in their problem-solving approaches.
Students described how they believe gaming helps them develop skills for overcoming challenges by requiring creative thinking, strategic planning, and problem solving. S1 emphasized the need for strong creative thinking and planning in games, stating, “Even the realistic ones require strong creative thinking and planning, like puzzles where you have to figure out how to solve them and win the game”. This highlights how games often present complex problems that demand thoughtful solutions. S5 mentioned the difficulty of navigating through the stages in Crash Bandicoot: “Crash Bandicoot, where there’s a clear path and stages, especially the last ones. They are challenging, and you need to think about how to navigate through obstacles”. This underscores the importance of strategic planning and adaptability when facing in-game obstacles. S6 pointed out how Minecraft aids in developing organizational skills and problem solving: “Minecraft helps in organization… It simulates real life in a simple way, teaching problem solving”. This suggests that the game’s open-ended nature and resource management tasks teach students valuable life skills. Additionally, S5 mentioned the Souls series and Uncharted series, noting they “require a lot of thinking outside the box”. This reiterates the need for innovative thinking and the ability to approach challenges from different angles in these games. S21 highlighted the role of narrative and hints in overcoming challenges: “sequence of the story…challenges and hints”. This indicates that the progression of a game’s story and the provided hints can guide students in overcoming obstacles, reinforcing the idea that games can be both challenging and educational. However, these are subjective insights, which should be interpreted cautiously in the absence of objective assessments.
Students shared how they perceive that gaming experiences foster their ability to devise creative solutions in various situations. S2 highlighted how science fiction games encourage unique problem-solving approaches: “like when playing science fiction games. You find unique solutions”. This suggests that the imaginative scenarios in these games push students to think creatively. S8 elaborated on the necessity of alternative solutions in challenging situations within games: “thinking of alternative solutions in a given situation… In Resident Evil, sometimes you run out of bullets and have to find a way to defeat the monster”. This demonstrates how resource constraints in games such as Resident Evil require students to be inventive and adaptive. Further, S8 discussed the open-ended tasks in Resident Evil and Silent Hill: “Resident Evil and Silent Hill, the tasks are not explicitly stated… the open world requires you to think and create”. This indicates that the lack of explicit instructions in these games forces students to explore and invent their own strategies to progress. S17 provided an example of how gaming knowledge translated into a real-world application: “One of the things I can mention that helped me is when I had a presentation task, and I just learned about Metaverse. I didn’t fully understand it at first, but it gave me an idea of how to talk about it in the presentation… So I was able to bring up something they didn’t know about”. This shows that the insights gained from gaming can inspire creative solutions and enhance understanding in academic or professional contexts, though further research is necessary to verify the broader applicability of these self-reported experiences.
Verbatim transcripts suggested that gaming might foster the ability to apply knowledge creatively and effectively in various contexts, as perceived by the participants. S1 described how different game levels present unique challenges that require problem solving to advance: “The game assigns specific tasks in each level… Each game level has its unique challenges, which require you to solve problems to move forward”. This highlights how varied in-game scenarios encourage students to continuously apply and adapt their knowledge to new situations. Additionally, S1 mentioned the role of puzzle-solving in progressing through story-driven games: “all games help, whether action games or solo story games like Horizon, where you solve puzzles to progress through the story”. This suggests that both action and narrative-based games foster critical thinking and problem-solving skills. S5 pointed out the educational value of simulation games: “Simulation games come to mind. They simulate real-life scenarios… like farming, where you need to brainstorm and find solutions using hints… This kind of thinking becomes second nature after a while”. This indicates that simulation games provide practical experiences that help students develop problem-solving strategies applicable to real-world scenarios. S22 reflected on the predictive and decision-making aspects of gaming: “It’s a bit hard to explain, but it’s like predicting what will happen next and choosing the best option”. This suggests that gaming may enhance students’ ability to anticipate outcomes and make informed decisions, as reflected in their subjective experiences, though these subjective reports require further empirical validation to confirm their impact on real-world problem solving and adaptability.
Teamwork
The students in this study provided subjective perspectives on how video games, particularly those with group-based or multiplayer elements, may cultivate collaborative skills that they perceive as transferable to academic settings. These games foster a broad range of competencies, including planning, task division, communication, leadership, and understanding individual strengths within a team.
Students frequently cited games such as ‘Overcooked’, ‘Overwatch’, ‘Call of Duty’, ‘Fortnite’, ‘PUBG’, and ‘League of Legends’ as instrumental in developing what they perceived as enhanced social interactions and communication, as well as the effective division of tasks among team members. For instance, meticulous planning and precise task division are critical in games such as ‘Overcooked’ and ‘PUBG’. These skills are directly applicable to real-life group projects with tight deadlines. One student noted, “I feel I gain planning skills and how to divide the team… We had an assignment with a short deadline… we had to divide our tasks precisely to complete the assignment on time” (S1). Another student echoed this sentiment, highlighting the necessity of communication and organization: “Because they require good communication, task distribution, and organization, which I think helps” (S3). Similarly, S8 shared, “Fortnite, where you play as a team… everyone has a specific task… We applied the same strategy in university group projects, dividing tasks among members”.
Leadership skills were another aspect that students perceived to be nurtured by games such as ‘Overwatch’ and ‘Call of Duty,’ where effective planning and following a knowledgeable leader are important for success. Students drew parallels between these roles and the division of roles in group assignments. S1 mentioned, “Games like Overcooked and Overwatch require leadership and effective planning,” while S2 added, “Every team member has a specific role, like in group assignments”. Furthermore, S18 noted, “Call of Duty also needs a strategy where you follow a knowledgeable leader to win”.
Social and communication skills were also prominently highlighted in the statements made by the students. They emphasized how being social and communicative in gaming environments translates to more effective interactions in academic settings. S3 observed, “For example, my personality has become more social… Because my personality became more social, it became easier to communicate with my team for assignments”. Similarly, S5 highlighted, “When working in teams, everyone contributes their strengths to accomplish tasks quickly and efficiently, just like in team-based games”. S7 elaborated on the communicative aspect, noting, “Call of Duty, there’s a mic feature where people talk, and you can understand their personalities, which helps you know how to communicate with them… This helps me control my actions and communication… Within my team”.
The need for quick responses and creative thinking in games was seen as beneficial for academic and professional tasks. S3 remarked, “Yes, I think so… Because most games require thinking, quick responses, and teamwork”. S4 added, “Working in a group, I think in a specific way… I always try to think ahead and have a solution ready”. “Communication” was deemed “crucial” by S27, underscoring the importance of effective interaction within teams.
Several students suggested integrating game elements into educational settings to make learning more enjoyable and effective. S1 recommended, “Using games like Kahoot for quizzes and incorporating game elements into group assignments would make learning enjoyable”. S20 cited ‘Overcooked’ as an example of developing teamwork skills through task division and communication under pressure, while S21 noted the influence of communication on academic tasks.
Overall, the “teamwork” illustrated how video games serve as a valuable tool for developing a variety of collaborative skills. These skills are not only beneficial within the context of gaming, but also have significant applications in academic and professional group work, making a strong case for integrating game-like structures into educational practices. However, these perceptions should not be generalized without further empirical research to confirm these effects.
Time Management: Lights and Shadows
The interpretations of students regarding the influence of video gaming on time management skills and their subsequent effects on academic performance were insightful and nuanced. These insights were categorized into positive and negative aspects, highlighting both benefits and challenges faced by the students.
Students offered subjective perspectives on how they believe video gaming positively impacts their time management skills and, in turn, enhances their academic performance. These accounts, rich in detail and personal experience, underscored the multifaceted benefits of gaming beyond entertainment. S1 highlighted the enhancement of time management skills through gaming, noting their applicability in academic settings: “One is time management… Another is dealing with sudden challenges in games”. This indicates that the strategic and quick-thinking demands of games translate well to managing academic tasks. S4 attributed improved organization and punctuality to time management skills that they believe were improved through gaming, which they perceive had a favorable effect on academic performance: “Time management, because it made me more organized and punctual,” and “helps me focus more… It helps me complete tasks efficiently”. The structured environment of gaming seems to foster a disciplined approach to academic responsibilities. S6 delved deeper into the cognitive benefits, emphasizing that gaming develops multitasking and time management abilities which enhance study methods and stress management: “It feels like it activates my brain, making me think more… When you get used to something in a game, you can apply it to different areas… I’ve become more flexible in my study methods… working under pressure helped… I can do multiple tasks even when stressed”.
The ability to handle multiple tasks under pressure, as experienced in gaming, was perceived by students to aid in academic endeavors. While S7 did not directly credit gaming for improved time management, she acknowledged its benefits in academic contexts: “Call of Duty has challenges that must be completed within a certain time, like 15 or 5 min. This helps me with time management during quizzes… I play when I feel free or bored”. Such timed challenges in games can mirror academic scenarios, particularly timed tests and assignments”.
S14 highlighted how gaming fosters essential skills in time management and prioritization, which are crucial for academic success and personal satisfaction: “time management and prioritization… teaches you to manage time and prioritize actions… prioritizing tasks and managing time helps me achieve satisfactory results and high self-satisfaction, similar to achieving goals in games”. S16 underscored the role of games in teaching pressure management, which is invaluable for meeting academic deadlines: “Games teach you to complete tasks under pressure… In The Last of Us, you can’t progress to the next stage without completing all tasks. This approach helps in academic settings where you need to finish assignments thoroughly and on time”.
Reflecting on the long-term benefits, S26 noted how gaming significantly improved their time management skills, leading to better academic performance: “Sholah helped them develop time management skills, which translated to improved performance in academic exams”. Furthermore, S27 provided a specific example with the game ‘Sholah’, which enhanced her mathematical skills and time management, resulting in academic excellence: “This game [Sholah] improved my mathematical skills and pattern recognition… making it easier to solve mathematical equations… In the preparatory year, our math exams were without calculators, and I managed to score an A+… This was thanks to… the influence of this game…”.
S30 explicated the importance of a balanced schedule, asserting that a pre-planned regimen that includes gaming fosters better organization and academic outcomes: “Routinely, if you have a pre-planned schedule and stick to it, balancing study, gaming, and other commitments, I feel it helps one to be more organized and positively affects them”. S31 recognized the educational value of gaming in teaching prioritization and time management through goal-oriented tasks: “collecting certain items within a specific time frame… creates a sense of reward”. This illustrates how gaming can instill a sense of accomplishment and effective time utilization. Finally, S34 emphasized the benefits of maintaining a structured schedule that accommodates gaming, suggesting that it enhances overall organization and academic performance: “Routinely, if you have a pre-planned schedule and stick to it, balancing study, gaming, and other commitments, I feel it helps one to be more organized and positively affects them”.
Students collectively expressed the belief that video gaming, when approached with discipline and balance, can reinforce time management skills. These skills, in turn, contribute to improved academic performance, demonstrating that gaming can be a valuable tool for personal and educational development.
However, the insights of students revealed the complex relationship between video gaming and time management, with many highlighting significant challenges that impact their academic performance. S1 recognized that younger children may particularly struggle with managing their time effectively due to gaming, stating, “Not really. Maybe it’s more of an issue for younger kids who may not manage their time well”. This suggests a developmental aspect where younger individuals may lack the maturity to balance gaming with other responsibilities. S4 emphasized how excessive gaming can detract from academic focus, especially during critical periods such as exams: “Yes. When a new COD release coincided with exams, I focused more on playing than studying”. This highlights the potential for gaming to become a major distraction during important academic periods. S6 provided a personal account of how poor time management from excessive gaming led to academic neglect: “Maybe the time management aspect, as I sometimes spend too much time gaming… It takes up my time… There was a semester where I played a lot, and my grades dropped”. This underscores the direct impact of gaming on academic outcomes when time is not managed properly. For S9, the benefits of gaming in terms of time management were not initially noted, with improvements being limited to reading comprehension: “Not really… In tests that require reading, I found it easier to understand the questions”. This indicates that while there may be some academic benefits, they do not extend to time management. S11 articulated the potential for video games to negatively impact academics if time management is poor: “It could take over all aspects of life… Mostly, it takes up time, and the person doesn’t produce anything. It could negatively impact academic performance if the person doesn’t balance gaming and studies, leading to poor grades”. This highlights the risk of gaming consuming significant amounts of time that could otherwise be used productively. S13 concurred, noting that poor time management due to gaming can adversely affect academic performance: “I think they could waste time, affecting academic performance”. This further reinforces the narrative that without proper time management, gaming can detract from academic success. S23 discussed how gaming can captivate attention, leading to a neglect of academic priorities: “Affected priorities; it really affects priorities,” and “During finals… video games are captivating and you won’t let go”. This suggests that the immersive nature of video games can make it difficult to focus on studies. S24 acknowledged the risk of addiction and academic neglect but emphasizes the importance of setting boundaries: “It affects priorities… really affects priorities”, “Honestly, in high school, I was just starting, so the addiction was very intense”, and “I sat with myself and said it’s not worth it… studying is more important”. This highlights the need for self-regulation and prioritization to mitigate the negative impacts of gaming.
Similarly, S25 discussed the detrimental impact of gaming addiction on academic priorities: “It affects priorities… really affects priorities”, “Honestly, in high school… the addiction was very intense”, and “There was one instance… A new game was released… I got bad grades”. This reiterates the challenge of maintaining academic performance in the face of gaming addiction. S27 noted the specific issue with shooter games consuming excessive time and negatively impacting academic performance: “The issue with shooter games is that they can take up a lot of time… which can negatively impact academic performance… you might delay assignments because your friends want to play…” This illustrates how certain types of games may be particularly problematic.
S28 and S29 both discuss struggles with time management due to gaming, but also emphasize efforts to prioritize academics: “The most is they took up my time, to be honest. Sometimes when I’m stressed, I really want to leave and play. Sometimes, my desire overcomes me, and I go play instead of doing something important” S28, and “I’ve tried to focus on not wasting time on games during study time and leave more important things” (S29). S30 acknowledged issues with poor time management due to gaming, despite recognizing some benefits: “Yes, previously I had concerns because… I faced issues like poor time management or not setting priorities”. S32 recognized the risk of addiction and its negative impact on priorities and academics, emphasizing the importance of effective time management: “It affects priorities; it really affects priorities”. Lastly, S33 mentioned a tendency to become carried away with gaming, which affects academic responsibilities: “Sometimes I get carried away and don’t pay attention to time, and I either oversleep or forget to study, so that affects me”.
Consequently, while video gaming can offer some benefits, students consistently highlighted significant challenges related to time management and academic performance. These challenges address the need for balanced gaming habits and effective time management strategies to mitigate the potential negative impacts on academic life. This subjective view requires further investigation to establish any broader relevance.
3.2.2. Theme 2: Integrating Gaming Elements into Academic Settings
The perspectives shared by students highlighted a progressive outlook on integrating gaming elements into academic settings, emphasizing their potential to enhance engagement, practical learning, and skill development. This theme emerged five subthemes: enhanced engagement, enjoyment, and motivation, practical learning and skill development, subject-specific applications of educational games and simulations, creativity and design inspiration in educational settings, and challenges and scepticism.
Enhanced Engagement, Enjoyment, and Motivation
In recent years, there was a significant shift in classroom dynamics, moving away from traditional lectures and note-taking to more interactive and engaging methods [
29]. This change was perceived by students to be driven by the integration of games and gamified elements into educational environments, which they felt enhanced engagement and enjoyment in learning. S1 articulated this transformation by stating, “
Using games like “
Kahoot”
for quizzes and incorporating game elements into group assignments would make learning enjoyable”. This enthusiasm highlights a growing recognition that learning, often perceived as monotonous, can be transformed into an enjoyable and engaging activity. The student further emphasizes, “
Definitely… It would make learning more fun and engaging”, supporting the notion that video games can enhance the learning experience. S6 further supported this perspective, noting the dual benefits of combining games with learning: “
Combining games with learning can make students more engaged and participative, reinforcing information practically”. This comment underscores the dual advantages of this approach: increased student engagement and practical reinforcement of knowledge. The competitive and interactive nature of games encourages active participation, moving students from passive recipients to active learners. Similarly, S31 succinctly summarized the impact of educational games
: “
Using educational games to make learning enjoyable”. This statement reflects a broader acceptance of the role of enjoyment in education. When learning is enjoyable, it transitions from a compulsory task to an activity that students eagerly anticipate. S14 proposed specific strategies for integrating gaming elements into academic settings: “
Yes, we can incorporate gaming elements like challenges and rewards into academic settings to make learning more interactive and motivating”. This vision involves transforming each lesson into a quest, each assignment into a challenge, and each correct answer into a step toward a reward. Such video games can create a dynamic and motivating learning environment.
Overall, the integration of games and gamified elements in educational settings can transform classrooms into vibrant learning spaces. This approach was perceived by students to enhance their engagement, intrinsic motivation, and overall enjoyment of learning. The perspectives of these students highlight a shared vision for an educational experience that blurs the lines between work and play, leading to a deeper and more meaningful engagement with the material. These accounts are self-reported and require further objective analysis.
Practical Learning and Skill Development
Based on the verbatim transcripts, the integration of games and simulations in educational settings was discussed as it creates interactive laboratories where students can develop practical skills and apply their knowledge in simulated environments. This approach was perceived by students to enhance engagement and prepare them for real-life challenges, potentially bridging the gap between academic learning and practical application. Through this experiential learning journey, students can gain the confidence and competence needed to navigate complex situations, making education a truly immersive and impactful experience.
S11 highlighted this transformation: “Games can help students visualize colors and resources before starting real-life projects”. This ability to manipulate virtual environments enables students to interact with complex concepts tangibly, bridging the gap between abstract ideas and their real-world applications. Such visualization prepares students for practical tasks by providing a foundational understanding of the necessary components and processes. Expanding on this, S15 discussed the broader impact of integrating video games into academic settings: “Integrating video games into academic settings can help students develop essential skills, even those who don’t usually play games”. This statement underscores the inclusive potential of educational games, which can reach a diverse range of students and equip them with crucial skills, including critical thinking, problem solving, and collaboration. S21 voiced the benefits of multiplayer simulations in specific fields: “Multiplayer simulations in healthcare and historical settings can cultivate practical skills”. In these simulated environments, students can work collaboratively to make critical decisions, such as managing patient care in a virtual hospital or navigating historical events as a team. These simulations offer a safe space for experiential learning, allowing students to practice and refine their skills without the high stakes associated with real-world scenarios. S6 reinforced the practical benefits of combining games with learning: “Yes, it could positively affect learning… Combining games with learning can make students more engaged and participative, reinforcing information practically”. This approach transforms passive education into an interactive experience, encouraging active engagement and reinforcing knowledge through practical application. Lastly, S12 encapsulated the essence of experiential learning: “I think games are a great example of learning through experience. They provide scenarios where we can gain experience without real-world consequences”. This perspective highlights the value of simulations and games in offering realistic scenarios for learning by doing, fostering a deeper understanding of the subject matter. However, these subjective opinions need further exploration through empirical study.
Subject-Specific Applications of Educational Games and Simulations
The integration of subject-specific games and simulations was seen as transforming traditional classroom dynamics. This innovative approach offered students a hands-on, immersive way to apply theoretical knowledge, thereby enhancing learning outcomes. S11 underscored the impact of these innovations: “Subject-specific games, such as chemistry games, to apply theoretical knowledge practically”. Through interactive simulations, students can experiment with various compounds and observe the immediate results of their actions. This practical application of theoretical concepts was perceived by students to reinforce learning and increase engagement and retention. S15 emphasized the tailored nature of educational games for specific fields: “Educational games tailored to specific fields of study, such as medical games for healthcare students”. In these specialized environments, healthcare students can practice surgical procedures or patient diagnostics in a risk-free setting, gaining valuable experience and confidence before entering real-world clinical environments. These targeted games provide a safe space for skill development and refinement. The use of immersive technology was highlighted by S6: “Using virtual reality to show real-size muscles can be more engaging and educational”. For instance, in a biology class, virtual reality (VR) can bring the human anatomy to life. Students can explore the intricacies of the muscular system in three dimensions, enhancing their understanding through an interactive, visual experience that traditional textbooks cannot offer. S16 discussed the broader benefits of incorporating technology into education: “Instead of traditional teaching methods, using video games and graphic design can help students understand and retain information better”. By leveraging the visual and interactive nature of video games and graphic design, educators can present complex information in a more accessible and engaging format. This approach caters to diverse learning styles, facilitating better comprehension and retention. Finally, S23 envisioned how games can transform the learning of subjects such as mathematics: “Games that involve mathematics… making the curriculum enjoyable”. In a math class, students might engage in adventures and solve puzzles requiring mathematical reasoning to progress. These games convert abstract concepts into tangible challenges, making learning mathematics both enjoyable and rewarding.
Incorporating subject-specific games and simulations into the curriculum created dynamic learning environments. These tools provide students with practical, immersive experiences that deepen their understanding and retention of complex concepts. By tailoring educational games to specific fields of study, educators can design engaging and effective learning experiences that prepare students for real-world applications, thereby making education both enjoyable and impactful. These subjective impressions need to be validated through further research.
Creativity and Design Inspiration
This theme showed that incorporating video games and graphic design into educational settings transforms traditional learning methods into creative, engaging experiences. These tools were perceived by students to provide new sources of inspiration, encouraging them to explore their creativity and apply their knowledge in innovative ways. By integrating these elements, educators can foster an environment where creativity and learning go hand in hand, making education a more dynamic and stimulating experience. For example, S16 provided a vivid example of this shift: “Instead of traditional teaching methods, using video games and graphic design can help students understand and retain information better”. She illustrated this with an example from ‘Call of Duty’, where design elements were effectively integrated into an academic presentation. By utilizing the compelling visual and narrative techniques found in popular video games, educators can create presentations that captivate students’ attention and make complex concepts more accessible. S12 echoed this sentiment, highlighting the creative potential of games: “Games like Overwatch are sources of design inspiration that stimulate creativity in academic settings”. In the vibrant, intricately designed worlds of ‘Overwatch’, students find a wealth of visual and conceptual ideas that can spark their creativity. These immersive environments encourage students to think outside the box and bring fresh perspectives to their academic work. S30 pointed to the cognitive benefits of puzzle games: “Puzzle games stimulate creative thinking and practical application of knowledge”. In games that require solving complex puzzles, students develop critical thinking and problem-solving skills. These games challenge students to apply their knowledge creatively, fostering an environment where practical application and innovation go hand in hand. S1 discussed the benefits of interactive platforms: “Platforms like Kahoot promote quick thinking and active participation”. In a fast-paced quiz game such as ‘Kahoot’, students must think on their feet, making quick decisions and engaging actively with the material. This kind of interactive learning promotes not only creativity but also a dynamic, participatory classroom atmosphere. Further objective studies are required to validate these perceptions.
Challenges and Scepticism in Integrating Educational Games
As the educational landscape increasingly embraces games and video games, the reception is not uniformly enthusiastic [
30]. A blend of cautious optimism and skepticism accompanies this innovative shift, underscoring the need for careful consideration in the implementation of gaming mechanics within educational contexts. The integration of gaming mechanics into education was met with both excitement and caution. Voices such as those of S23 and S31 reminded us that while the promise of educational games is substantial, their design and application must be carefully considered to truly benefit students. Students believed that this balanced approach could ensure that educational innovations remain both practical and enjoyable, potentially leading to a more engaging and effective learning experience. In this regard, S23 exemplified this cautious optimism, stating: “
Incorporating gaming mechanics into educational contexts holds promise, but it’s crucial that the educational games developed are both enjoyable and practical”. This perspective underscores the potential benefits of educational games while emphasizing the importance of their design. For educational games to be effective, they must strike a balance between engagement and practicality, ensuring that they capture students’ interest while serving as effective learning tools. Similarly, S31 articulated a reserved stance: “
I am skeptical about directly importing game mechanics into educational practices, but I support the idea of using educational games to make learning enjoyable”. This skepticism reflects a concern that not all aspects of gaming culture are suitable for educational purposes. However, there is a recognition of the value in creating games specifically designed to enhance the learning experience, making education more enjoyable and potentially more effective. While the potential for enhancing engagement and learning is significant, it must be approached with careful planning to ensure that the games are not only fun, but also aligned with educational objectives.