15/04/2025
The potential of video games in education
European Schoolnet, in partnership with Video Games Europe, published a new research report, Video Games in European Schools: 2023-2024. The research was presented during the recent ‘How Video Games Can Support the Union of Skills' event in Brussels, organised together with UNICEF and the Global Video Games Coalition (GVGC). The event highlighted two major educational initiatives, both aiming to bridge the digital divide and strengthen future-ready skills among young learners across Europe and beyond.
The report forms part of the long-standing Games in Schools initiative, led by European Schoolnet and supported by Video Games Europe. This latest phase involved more than 1,400 teachers from 26 countries and builds on earlier work dating back to 2009. The findings confirm that video games, when used appropriately, can enhance student motivation, support diverse learning styles, and help explain complex topics, including for students with special educational needs.
Hans Martens, European Schoolnet's head of Digital citizenship, said that the report is a useful resource "to enhance the learning experience for pupils and to provide innovative, effective teaching tools for teachers across Europe."
Video games in Europe's classrooms
According to the report, 36% of the teachers surveyed already use video games in their lessons to engage their students, and 42% believe that low-performing students stand to benefit the most from this. Alongside statistics like this, the report also features a wide range of case studies from across Europe. Examples include:
- - In Belgium, the annual ‘Education meet games' event brings together educators and developers to share best practices.
- - France's ScienceXGame project promotes educational innovation through game design.
- - In Italy, the ‘Maker camp contest' uses Minecraft to connect history and civic learning.
- - Luxembourg has introduced a digital sciences curriculum with video games as a core component.
- - In Poland, the game ‘This war of mine' is now part of the national curriculum for secondary schools.
- - The Romanian Games in schools project has enriched learning for thousands of pupils in underprivileged areas.
- - Sweden used Minecraft in Gothenburg to involve young people in local decision-making.
- - The United Kingdom's Digital Schoolhouse programme continues to support creative computing in schools across the country.
Research findings and recommendations
The report revealed the value of video games as tools for teaching and learning. Teachers noted benefits such as improved collaboration, focus, and creativity among pupils. Games also supported inclusivity by engaging learners with different learning styles and backgrounds.
The research also highlighted challenges that must be addressed. Many schools lack the necessary infrastructure, such as updated hardware and stable internet connections. Teachers will require additional training to effectively use video games in their lessons, and support is required to ensure games are well-integrated into national curricula.
To overcome these challenges, the report makes several recommendations:
- - For policymakers: invest in digital infrastructure and teacher training, create clear guidelines for safe and effective game use, and support parental engagement.
- - For schools: foster a culture of innovation, encourage professional development, and work closely with families.
- - For educators: align video games with learning goals, use them to promote inclusion, and continuously build digital literacy.
- - For the games industry: collaborate with educators, offer accessible licensing models, and design inclusive, age-appropriate content.
- - For parents: understand the educational benefits of video games and support their use in schools.
- - For researchers: continue studying the long-term impact of game-based learning and encourage cross-sector collaboration.
European Schoolnet led the coordination and implementation of the project, bringing together ministries of education, teachers, policy experts, and game developers from across Europe. The organisation redesigned its Games in Schools MOOC (Massive open online course) and updated the accompanying handbook to reflect the evolving educational landscape. New themes such as emotional learning, diversity, and gender equality in game-based learning were integrated into training materials to support teachers in modern classrooms.
By facilitating dialogue among stakeholders and providing high-quality resources, European Schoolnet ensured that the research findings are practical, accessible, and relevant for educators and policymakers alike.
Looking ahead
The Games in Schools initiative is a strong example of how multisector collaboration can create meaningful change in education. As European Schoolnet continues its mission to support innovation in teaching and learning, the organisation remains committed to helping schools across Europe embrace digital tools that prepare learners for the future.
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