Games in Education
- primarytechreview

- Jan 20, 2024
- 4 min read
Updated: Oct 16
Can the time spent and equipment costs associated with playing computer games be justified by the learning that takes place? We explore some of the most interesting possibilities of games that can be used in educational settings.
Minecraft
While Minecraft can be classified as a 'game', for schools, I would describe its use as a 3D design tool. Thinking of Minecraft in this way helps children and teachers to be clear about its potential in the classroom and what its use can entail.
I have written a separate blog post about the Power of Minecraft here.
I would divide the potential for using Minecraft in schools into two categories: 3D design and computer science.
In terms of 3D design, asking children to build a structure or environment in Minecraft can lead to fantastic exploration of concepts, collaboration and communication. It is worth setting some ground rules and success criteria, and encouraging children to build in a logical way, such as starting with foundations.
Children can also use Minecraft to explore concepts in Maths with children, including fractions and algebra.
In terms of computer science, the educational version of Minecraft features a block-based coding environment. There are two ways to see the effects of code, 1) immediately when a command is typed, or 2) by programming a virtual robot (agent). Children will really benefit from carrying out the tutorial activities. This will teach them the principles of programming in Minecraft and also give them some ideas for projects. Effective programming will require understanding of three axes: x, y and z - and this is worth spending time discussing.
Other computer science possibilities involve using redstone to construct switches and circuits, giving the possibility of understanding how computers work. This might be more aligned with KS3 computing, but could be appropriate for some key stage 2 children.
Ubisoft Discovery Tours
The 'Assassin's Creed' games are a series of games that depict historical locations for action-orientated gameplay. The publisher Ubisoft have also released the 'Discovery Tour' versions of some of these games, allowing players to experience the historical settings, without the combat associated with the core games.
The three settings available are Viking/Anglo Saxon, Ancient Greece and Ancient Egypt (at the time of the Romans). The Ubisoft website has detailed information and trailers available.
As well as the detailed world to explore, the games feature historical information about locations, artifacts and lifestyle.
Teachers might decide to use these to lead children on tours of historical areas, guiding them and pointing out details of locations to supplement learning.

Kerbal Space Program
Kerbal Space Program promotes setting goals, thinking of solutions, testing, evaluating and improving. In Kerbal Space Program, the goal is to build and launch rockets and aeroplanes. The game sets various challenges in 'Career Mode', or players can set their own challenges, such as making it into orbit (and possibly back).
The game takes a bit of learning, although there are a huge range of YouTube videos to help with this (Scott Manley's being some of the best). In my experience, children as young as Year 5 grasp the concepts and are quickly building and launching their own vehicles.

In terms of learning, the potential is huge, although the potential for chaos is just as big! Children should discover principles of aerodynamics, balance, forces and gravity. Those who make it into space will start to pick up principles of orbital mechanics. At primary-level, the real potential for learning might come with the process of design and refinement, in other words, the engineering process.
Overall, while it might be difficult to incorporate KSP into the main curriculum, the game might make an excellent after-school activity. It is ridiculously fun, and many payers have gone onto be study astrophysics further. There is a sequel (KSP2), but the original should run much more easily on most computers, having lower requirements.
Universe Sandbox
Universe Sandbox is exactly that - an environment where players can add stars, planets, moons, black holes and even small objects, such as billiard balls and fruit!
The program also features some pre-built environments, such as the Solar System and its moons.
The best way to use Universe Sandbox with a class is scientifically, starting with questions. What would happen if the Sun increased its temperature? What would happen if there was more water on the Earth? The results are both graphic and scientific - players can observe as planets change both visibly and in terms of the data displayed.
There are also some really exciting scenarios - adding mass to stars changes their appearance and eventually causes them to supernova.
Although a specialised program, Universe Sandbox will mesmerise children learning about space and inspire them to ask their own questions.
Microsoft Flight Simulator
Microsoft Flight Simulator is an incredible piece of technology, allowing players to fly over any location on the globe. Cities and countryside are rendered in 3D, meaning that players can explore the physical features of landscapes, cities and buildings.
Flying in Microsoft Flight Simulator is accessible to both new and experienced players. A joypad is necessary, but the buttons for accelerate, decelerate and turn will allow even new players to explore environments well.
Using Flight Simulator with children is magical and may be the closest that a class can get to visiting locations like the Pyramids or Amazon Rainforest.
Flight Simulator requires a fast computer with a dedicated graphics card, but should be considered by schools wishing to explore locations around the globe with their class!
Cities Skylines
Cities Skylines allows players to build cities and observe the consequences of their decisions.
Asking children to construct cities is a good way to encourage them to think about the environment around them, what makes it happy and what would make it better. There are a number of ways to create digital cities with children, including Minecraft, CoSpaces and Cities Skylines.
In Cities Skylines, children need to balance budget with expansion of their city. They will need to consider the effects of traffic, pollution and public services, while providing utilities including power and water.
It is a fascinating experience to build cities with children, although significant time is required. Teachers will need to decide what exactly they wish children to learn, and whether this is the best tool for them.




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