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Video games are inherently incentive-based systems with the player being rewarded for solving a problem or completing a mission, while meeting certain criteria.<ref name="autogenerated1"/> As a result, video games train a systematic way of thinking as well as an understanding for how different variables affect each other.<ref name="autogenerated1"/> Furthermore, video games can constantly and automatically assess the learner's ability at any given moment due to the software-based nature of the medium; modular education structures tend to deliver assessments in large chunks and present a relatively limited picture of student progress.<ref name="autogenerated1"/> Multiple research articles have suggested that this mode of learning can be more enjoyable and show positive outcomes on student motivation, finding game was equal or more effective than conventional instruction.<ref>{{Cite journal|last=Papastergiou|first=Marina|date=2009-11-01|title=Exploring the Potential of Computer and Video Games for Health and Physical Education: A Literature Review|url=https://www.researchgate.net/publication/223265798|journal=Computers & Education|volume=53|issue=3|pages=603–622|doi=10.1016/j.compedu.2009.04.001}}</ref>
 
Video games such as ''[[Minecraft]]'' and ''[[Portal (video game)|Portal]]'' have been suggested as platforms for teachers to experiment with their educational abilities. ''Minecraft'' is a [[sandbox game]] in which the user can create objects using the [[crafting (gaming)|crafting system]], while ''Portal'' is a [[physics game]]: the player uses the [[laws of physics]], such as [[gravity]] and [[inertia]], to advance through the game's series of test chambers. [[Critical thinking]] and problem solving are inherent in the latter game's design. Both ''Minecraft'' and ''Portal'' are adaptable to some learning environments; for instance, ''Minecraft'' has been used for young children while ''Portal'' has been used by high school physics teachers. ''Portal 2'' has also been used to develop cognitive skills in older undergraduate students, however.<ref>{{cite journal|author=Shute, Valerie J.|title=The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills|journal=Computers & Education|volume=80|year=2015|pages=58–67|doi=10.1016/j.compedu.2014.08.013|display-authors=etal}}{{subscription neededrequired}}</ref> A 2017 study found that games including ''Portal 2'', ''[[Borderlands 2]]'', ''[[Gone Home]]'' and ''[[Papers, Please]]'' may be used to develop a range of skills in undergraduate students, such as communication, resourcefulness and adaptability.<ref>{{cite journal|author=Barr, Matthew|title=Video games can develop graduate skills in higher education students|journal=Computers & Education|volume=113|year=2017|pages=86–97|doi=10.1016/j.compedu.2017.05.016|doi-access=free}}{{open access}}</ref>
 
One study<ref>{{cite journal|author=Poli, Dorothybelle|title=Bringing Evolution to a Technological Generation: A Case Study with the Video Game SPORE|journal=American Biology Teacher|volume=74|issue=2|year=2012|pages=100–103|doi=10.1525/abt.2012.74.2.7|s2cid=84247429|display-authors=etal}}{{subscription neededrequired}}</ref> showed that using a video game as part of class discussions, as well as including timely and engaging exercises relating the game to class material, can improve student performance and engagement. Instructors assigned groups of students to play the video game ''[[Spore (2008 video game)|SPORE]]'' in a freshman undergraduate biology course on evolution. The group of students that was assigned to play SPORE and complete related exercises, in a total of five sessions throughout the semester, had average class scores about 4% higher than the non-gaming group. The game's inaccuracies helped to stimulate critical thinking in students; one student said it helped her understand "the fine parts of [[natural selection]], [[artificial selection]], [[survival of the fittest]], and [[genetic diversity]] because of the errors within the game. It was like a puzzle." However, because the game was accompanied by additional exercises and instructor attention, this study is not overwhelming evidence for the hypothesis that video games in isolation increase student engagement.{{Citation needed|date=January 2021}}
 
Students who have played ''[[Europa Barbarorum]]'' had knowledge of historical geography beyond the scope taught during the basic [[ancient history]] course. They were able to identify the most important stages of civilization development in the case of states of the Hellenistic era and were very knowledgeable about [[military history]] and [[history of art]]. This knowledge was in large part derived from the comprehensive descriptions included in the game; students also admitted that after playing the game they were much more eager to turn to books dealing with the given historical period. However, Whether or not this intention materialized into more reading of historical periods is not clear.<ref>{{Cite journal|url=https://www.academia.edu/3301669|title=Ł. Różycki (2012), Video games in the process of historical education at the academic level, Colloquium, t. 4/2012, p. 75–82.|journal=Colloquium|access-date=September 27, 2016|last1=Różycki|first1=Łukasz|date=January 2012 }}</ref>