Arguments in Favor (Yes, Students Should Learn via Games)
Learning through games—often called “game-based learning”—is a proven method of increasing student engagement and motivation. Games transform learning from a passive experience into an active one, where students are excited to participate and take ownership of their understanding.
Educational games can develop critical thinking, collaboration, creativity, and problem-solving skills. For instance, math games teach logical reasoning, while simulations in science or economics offer hands-on experiences that deepen understanding far better than traditional lectures.
Studies have shown that students retain more information when learning is fun and interactive. Games create safe spaces for students to experiment, fail, and try again—reinforcing mastery. They also offer real-time feedback, allowing students to improve continuously.
In Nigeria, where many students may struggle with engagement due to overcrowded classrooms or monotonous teaching methods, game-based learning can be a revolutionary approach to rekindling interest in education, especially among younger pupils.
Arguments Against (No, Students Should Not Learn via Games)
Opponents argue that learning via games may distract students from serious academic goals. While games are entertaining, they can reduce attention span and blur the boundary between play and study. This might lead to a lack of discipline and poor academic habits over time.
Not all games are educational, and poorly designed ones can result in misinformation or wasted time. Teachers may also struggle to find quality game resources that align with national curricula or learning outcomes in Nigerian schools.
Game-based learning also depends on technology and infrastructure, which are lacking in many schools across Nigeria. Without consistent access to digital devices, power supply, or internet, implementing game-based learning could widen the educational gap between urban and rural students.
Furthermore, excessive reliance on games can reduce students’ ability to study independently and read textbooks or understand theoretical concepts, which are still heavily tested in national exams like WAEC, NECO, and JAMB.
Conclusion
Game-based learning can be a powerful tool to enhance classroom engagement and build critical skills when applied appropriately. However, its effectiveness depends on balance, design quality, and accessibility. To maximize its potential, educators should blend games with traditional methods while ensuring content relevance and equal access for all students.