This section of The Educational Games Database is intended for educators who consider themselves novices when it comes to teaching with video games. Maybe you're interested in games as a new tool or technology, but you don't have much (or any) experience with games. Maybe you're looking for a way to reach students who don't respond to traditional teaching techniques. Or maybe you're just curious. If that sounds like you, read on!

(The Oregon Trail, one of the first educational video games, dates from 1971. Screenshot from Our American Shelf Life.)
Why teach with games?
"Why?" is always a fair question. In the case of video games and education, why spend students' time, school resources and teachers' time and effort on trying to bring this entertainment medium into the classroom? There is no single answer to this question, but there are several good answers. Most of these answers refer to one of two things: educational theory, or practical examples of how specific games have been used successfully in the classroom. Here are some brief summaries of these ideas and examples.
Educational theory
Practical examples
"Within just a few weeks, all of the participants showed dramatic improvements in their basic geography and history skills. Most could locate the major ancient civilizations on a map, and all could name key historical military units, as well as make arguments about the growth of cities in particular geographic areas. Students were skilled with collegiate-level world history terminology, using words and terms such as monotheism, cathedral and ancient Persians regularly."
Squire also notes that the learning did not stop when the students stopped playing. All of the participants "checked out books, completed school reports, and regularly engaged in voluntary learning activities stemming from their gameplay." (Squire, Kurt D. "Video Games and Education: Designing Learning Systems for an Interactive Age." Educational Technology Magazine: The Magazine for Managers of Change in Education 48.2 (2008): 17-26.)
(Civilization III screenshot from www.civfanatics.com. Click for a larger version.)
Neverwinter Nights also comes with a powerful set of creative tools that allows users to craft their own fantasy stories that can be played within the game. One Canadian research group reported that high school students were able to create "sophisticated interactive stories with very little training" using these tools. (Carbonaro, M., et al. "Interactive Story Authoring: A Viable Form of Creative Expression for the Classroom." Computers & Education 51.2 (2008): 687-707.)
A separate study conducted in England found that middle and high school-age students were so highly motivated to create stories using the same Neverwinter Nights tools that they had to be "actively discouraged from cutting short their lunchtimes." (Robertson, Judy, and Judith Good. "Children's Narrative Development through Computer Game Authoring." TechTrends: Linking Research & Practice to Improve Learning 49.5 (2005): 43-59.)
(Neverwinter Nights screenshot, cropped to show the interactive dialogue box. Click for a larger version.)

Learning more
These are just a few examples of ways that you can use games to teach, and of reasons why it makes sense to do so. There's much more information out there, including right here on The Educational Games Database. If you'd like to know more about how games work, check out some of the terms in our "Video Game Genres" or "Video Game Concepts" sections—you'll see those to the righthand side of the page. If you're ready to move on to the intermediate-level articles, we suggest you begin by reading about how to teach using content-aligned video games. An in-depth article about how to teach games as texts is also available.