Paul Howard-Jones, of Bristol University, addresses the topic of Learning Games and “…using uncertain reward within computer games to make learning engaging. There is a clear theoretical basis and laboratory-based evidence for a classroom-based approach and so me exploratory research in classrooms that may be helpful in informing pedagogy, but evidence of impact on improved engagement and enhanced academic achievement is limited to young adults” (p.5).
He goes on to write that;
“Mental rotation skills are strong predictors of achievement in science, technology, engineering and maths (STEM) subjects and results from a single study show that improving mental rotation does lead to improvement in attainment. However, this has only been tested with undergraduate students. Another way of improving these skills might be through video games” (p.6).
Howard-Jones adds that;
“Popular games provide rapid schedules of uncertain reward that stimulate the brain’s reward system. The brain’s reward response can positively influence the rate at which we learn. Beyond just the magnitude of the reward, a range of contextual factors influence this reward response” (p.11).
To read the full report by Paul Howard-Jones,
Neuroscience and Education: A Review of Educational Interventions and Approaches Informed by Neuroscience Full Report and Executive Summary,