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加密货币新闻

Video Games Are Replacing Textbooks in Classrooms Around the World

2025/04/30 10:21

Video Games Are Replacing Textbooks in Classrooms Around the World

Five years ago, the idea of kids learning algebra or history through video games seemed like a gimmick. Now in 2025, it’s happening in schools around the world—and it’s working.

Inside today’s classrooms, students aren’t just reading from textbooks. They’re completing quests, solving problems inside immersive digital worlds, and collecting rewards that hold value. These aren’t just badges or points. In many cases, they’re blockchain-based tokens—real assets they can own, trade, or use within their educational tools. The blockchain gaming market is headed for $614.91 billion by 2030, says Fortune Business Insights, and education is a huge chunk of it.

Instead of learning the usual way, students now prefer to interact with the subject matter through blockchain-backed games. For example, coding is not just taught in theory; it’s learnt through puzzle-solving missions in games like CodeCombat. Students progress through levels by writing real code, applying logic, and getting instant feedback.

And this is not confined to wealthy schools with big tech budgets. Rural schools in India and inner-city districts in the U.S. have also jumped in. The appeal is because of how cheap the platform is, the improved engagement, and student results that speak for themselves.

In 2024, a study from the University of Texas at San Antonio found that middle schoolers using interactive coding games picked up core concepts 1.5 times faster than their peers in traditional classes.

Why This Works

Three big areas

1. Students pay attention. Gaming is not a trick, it is a tool. And when kids are given a mission and a clear outcome, they stay with it.

2. They care more. When students earn something, use for example, a token they can use to unlock the next challenge, it means more than just checking off a worksheet.

3. It does not leave people behind. Web3 platforms don’t rely on one-size-fits-all content. They adjust based on the user. That makes a huge difference for students who might learn differently or need more time.

What Could Go Wrong?

Let’s be clear, this is not all smooth sailing.

These are not deal-breakers, but they are not small issues either.

What’s Next?

Here is where things are headed:

Who Should Be Paying Attention?

If you’re a teacher, start small. Pilot a game-based platform in one unit. Measure student progress and provide feedback. You might be surprised.

If you’re a student, these platforms can make learning more hands-on. Dive in, and don’t be afraid to explore projects beyond what’s assigned.

If you’re an investor or innovator, this space is just heating up. The opportunity to build trusted, user-friendly learning platforms—especially those that reward real effort—is wide open.

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