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ArgumentativeEssay1012.docx
ArgumentativeEssay1012.docx
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Argumentative Essay Outline: Computer Games as Educational Tools
Raquel Green
Ogeechee Technical College
Engl1101_202712_CR_26301
October 12, 2026
Argumentative Essay Outline: Computer Games as Educational Tools
1. Introduction
a. Issue Statement: Computer games have increasing been incorporated into the classroom setting support teaching and learning. However, teachers disagree whether the use of such games makes the students perform better academically or distracts them from studying. Some think that conventional education is better whereas others think that educational games can make lessons more interactive and meaningful.
b. Thesis Statement: Instructors should use computer games as educational tools because they can improve academic achievement, strengthen student engagement and self-regulation, and promote interactive learning and problem-solving skills.
2. Opponent’s First Claim
a. Topic Sentence: Critics argue that computer games can distract students from their academic responsibilities and negatively affect their school performance.
b. Evidence: Wright (2011) concluded there was a difference between the average GPAs of the gamers and the non-gamers. The author reported that “The mean GPA score for the player condition (M = 3.2, SD = .51) was significantly different than the non-player condition (M = 3.4, SD = .47)” (Wright, 2011, p. 40). The participants who indicated they play video games had significantly lower grade point averages compared to the participants who indicated that they do not play video games. This evidence backs the greater concerns about the relationship of gaming with low academic achievement. However, the purpose of entertainment games is different from that of education games. These concerns can be addressed by instructors by establishing time limits, deliberately selecting curriculum-based games, and tracking students’ progress.
3. Opponent’s Second Claim
a. Topic Sentence: Opponents also argue that computer games may not improve academic skills when they replace homework, reading, and other essential learning activities.
b. Evidence: Prolonged video game playing can impact schoolwork because students may take their time playing instead of doing their homework (Powell, 2019). The article warns that “If video game time displaces homework time, that can affect reading and math skills negatively” (Powell, 2019, para. 11).
This concern highlights the importance of balancing gaming with other educational activities. However, carefully chosen games can be used in lessons as part of activities but cannot be used to replace reading, explanation, writing work and group discussion. Games should be used to enhance the teaching and learning of a lesson and not as a substitute for it.
4. Thesis Support #1: Improved Academic Achievement
a. Topic Sentence: The use of educational computer-based games can promote learning and enhance academic performance by providing practice and feedback opportunities for students.
a. Evidence: Deng et al. (2023) found that educational computer games can support students’ academic achievement. The article states that “educational computer games have effectively increased students’ academic achievement” (Deng et al., 2023, p. 10).
This finding is a clear indication that educational games should be used to reinforce what learners learn in class. For instance, learners can use math games to perform calculations and language games to enhance vocabulary. Regular practice helps the learner identify mistakes and enhances comprehension. The teacher must select games that reflect learning objectives and evaluate whether learning has occurred.
5. Thesis Support #2: Stronger Student Engagement and Self-Regulation
a. Topic Sentence: The use of computer games can help to reinforce students' engagement and self-regulation through active participation, continuous self-monitoring, and repetition of unsuccessful acts.
b. Evidence: As described by Pozo et al. (2022), educational games can draw students into thinking about and controlling their learning. The authors state that “teachers believe that the epistemic approach in the use of VG, related to instruction and explicitly directed toward educational goals, promote more learning than the pragmatic approach, related to intrinsic properties of VG such as interactivity, personalization, or physical or psychological involvement” (Pozo et al., 2022, p. 8).
The evidence indicate that games work better when the students consider what they have learned rather than when they concentrate on winning the game. For instance, students may think about the wrong answers that they have provided, the topics that they find difficult, and the activities that they will attempt. The teacher may help in this by asking the students to explain their reasons and letting them recap on the learning.
6. Thesis Support #3: Interactive Learning and Problem-Solving Skills
a. Topic Sentence: Educational computer games stimulate interaction learning by enabling students to use knowledge, make choices and solve problems in simulated situations.
b. Evidence: According to Cabanillas-García et al. (2026), one of the important sources in helping students to understand the content of courses is educational video games. The authors state that “educational video games can be an effective pedagogical resource for enhancing content comprehension” (Cabanillas-García et al., 2026, p. 17).
In the same way, Ragni et al. (2023) assert that teachers need to be equipped for the effective utilization of digital game-based learning. “The integration of digital games in teaching activities is related to higher levels of teachers’ perceived self-efficacy and confidence in creating and using these games and in their personal experience of the positive effects that these games produce the educational context. Consequently, teachers training on DGBL is required. Consequently, teachers training on DGBL is required” (Ragni et al., 2023. 11).
These findings clearly indicate the importance of instructional planning for the successful implementation of learning through the use of games. The teachers need to select suitable games and provide goals for the learning process. With appropriate assistance, educational games can provide an opportunity to solve problems alongside other teaching methods.
7. Conclusion
a. Summary of Argument: Computer games are supposed to be used for learning purposes as computer games have the capacity of helping in improving their studies, grouping the learners and enabling interaction. Issues such as distraction and reduced study hours, seem realistic can be avoided by selecting proper games, allocating certain study time and supervision.
b. Explain “So What?”: This issue is important because there is a need for classroom instruction that makes knowledge meaningful and useful to students. The implementation of computer games in an appropriate way can enable the learners to benefit from learning activities without lowering their level of performance in their studies. The aim is not to replace traditional teaching but to integrate effective teaching with technology for meaningful learning.
References
Cabanillas-García, J. L., Monroy-García, F. A., & Ayuso-del Puerto, D. (2026). Assessment of learning through educational video games in preservice teacher education. Digital, 6(2), 50. https://doi.org/10.3390/digital6020050
Deng, L., Daverpanah, N., & Izadpanah, S. (2023). The effect of educational computer games on the academic resilience, academic self-regulation, and academic achievement of EFL students. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.947577
Powell, K. (2019). What electronic games can teach US. Knowable Magazine. https://doi.org/10.1146/knowable-100319-1
Pozo, J.-I., Cabellos, B., & Sánchez, D. L. (2022). Do teachers believe that video games can improve learning? Heliyon, 8(6), e09798. https://doi.org/10.1016/j.heliyon.2022.e09798
Ragni, B., Toto, G. A., Furia, M. di, Lavanga, A., & Limone, P. (2023). The use of digital game-based learning (DGBL) in teachers’ training: A scoping review. Frontiers in Education, 8. https://doi.org/10.3389/feduc.2023.1092022
Wright, J. (2011). The effects of video game play on academic performance. Modern Psychological Studies, 17(1). https://scholar.utc.edu/mps/vol17/iss1/6/
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