Adoption of Gaming as an Alternative Educational Tool Among Japanese Youth

Volume 5 Issue 2 (July 2023)
Armando Moreno del Castillo
Pages: 99-104 Download Count : 319 View Count: 451 DOI Number 10.55236/tuara.1131583 Facebook Share on Google+ Save to Zotero Save to Mendeley


There are few areas in our daily lives that have not been changed by the rapid growth of technology. Like many others, education has seen some of its effects and with other factors such as the Coronavirus, many teachers and institutions have been forced to change their pedagogical methodologies. A combination of the technological advances and the new methodologies has been reflected in the use of video games as educational tools across the world. This text will try to explore the question of adopting gaming into education in Japan. Explore its possible benefits by measuring the test results of students in different stages of their educational lives from primary to tertiary education. The goals of this paper are to try to find if there is a noticeable difference and benefit from this new type of pedagogical approach. How does Japan compare to other countries regarding the adoption of gaming as an educational tool? What are the student’s opinions and sentiments towards it with the objective of providing the best possible result in students’ motivation? The results found through observational data show some promising prospects in the adoption of gaming as an educational tool, but also some of the lack of technology adoption and the negative image that gaming has in Japan.


  • aming
  • Japan
  • Technology adoption
  • Japanese students
  • Digital games
  • Second language learning
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