Learning Through Games

How to Evaluate an Educational Game

A practical checklist for judging an educational game's learning claims: goals, evidence, feedback, engagement, accessibility, cost and age fit.

On this page
  1. Start with the claim
  2. The checklist
  3. Try it yourself
  4. Keeping expectations realistic

Start with the claim

Educational games are marketed with phrases such as “boosts memory,” “builds confidence” or “makes math fun.” Before judging the game, it helps to turn the claim into something specific. What should a learner be able to do after using it that they could not do before? “Add fractions with different denominators” is checkable. “Improves thinking” is not.

If a product cannot state its learning goal in a sentence, that alone is useful information. The rest of this checklist assumes you have a goal in mind, either the product’s or your own.

The checklist

1. Is the learning goal clear and relevant?

The goal should match what the learner actually needs. A game that teaches multiplication facts well is not helpful if the learner’s difficulty is with reading word problems. Check that the topic, the level and the skills involved fit the learner, and that they line up with any curriculum or course the learner is following.

2. Is the learning part of the play?

Look at what the player does most of the time. In well-integrated designs, the central action requires the target skill. In weaker designs, the learning content is a quiz that interrupts the game, and the game is a reward for answering. The second pattern can work for drill, but the learner may rush through the questions to reach the fun part. This integration is the heart of any core gameplay loop, educational or not.

3. Is the feedback useful?

Try making mistakes on purpose. Does the game explain what went wrong, or only mark it wrong? Can the player retry quickly? Is there a hint system that guides without simply giving the answer? Strong feedback is one of the clearest signs that a product was designed with learning in mind.

4. Does the difficulty adapt sensibly?

Learners differ, so a single fixed level rarely suits everyone. Check whether the game adjusts, offers choices or lets an adult set the level. Pay attention to the difficulty curve: it should rise as the player improves, without sudden jumps that stall progress. Features like assist modes can also help learners who need more support.

5. What does the evidence actually say?

This is the hardest item and the one where marketing is least reliable. Some questions to ask:

  • Does the publisher describe how learning was measured, or only say that it “works”?
  • Was the game compared with a reasonable alternative, such as ordinary practice or teaching, or only with doing nothing?
  • Were the learners similar to yours in age and background?
  • Did the measure test the skill itself, or only how well people played the game?
  • Is the evidence from independent sources, or only from the people selling the product?

Testimonials and star ratings are not evidence of learning. They tell you people liked the product, which matters, but liking and learning are different outcomes. Be cautious of precise-sounding claims that come without any description of how they were obtained.

6. Is the engagement healthy?

A learning game that holds attention is good, but watch how. Engagement driven by the content itself is generally preferable to engagement driven by streaks, countdown timers or constant prompts to come back. Notice whether the game pressures the learner emotionally, for instance by showing sadness when they leave. Questions about the motivation behind the design are discussed more broadly under player motivation.

7. Is it accessible?

Check text size, contrast, subtitles, control options and reading level. A game that excludes some learners from the start cannot teach them. Features such as colorblind modes and subtitle options are worth looking for, and cognitive accessibility matters a great deal for younger or neurodivergent learners, with clear goals and manageable pacing.

8. Is the commercial model fair?

Look at how the product makes money. Subscriptions, one-time purchases and free-with-ads each have trade-offs. Be especially careful with games aimed at children that include in-app purchases, chance-based rewards or frequent prompts to buy. Chance-based purchases carry real financial risk, and children are particularly vulnerable to them. Setting spending limits ahead of time is a sensible safeguard.

9. Is it safe and private?

Find out what data the product collects, whether it includes chat or other contact with strangers, and how it handles accounts for minors. If you cannot find a clear privacy policy written in plain language, treat that as a warning sign.

10. Does it fit how it will be used?

A game for solo use at home differs from one meant to support classroom discussion. Consider whether an adult needs to be involved, how long a session lasts and whether progress is saved sensibly.

Try it yourself

Whatever the marketing says, the most reliable check is to use the game for a short period. Play it for fifteen or twenty minutes as a learner would, then ask yourself:

  • Did I know what I was trying to do?
  • When I got something wrong, did I find out why?
  • Did I want to continue because the activity was interesting?
  • Would I recognize the skill if I met it outside the game?

If possible, watch a real learner use it. Observing where they get stuck, bored or confused often reveals more than a feature list. Short playtest sessions of this kind are standard in game development, and the same habit works for parents and teachers.

Keeping expectations realistic

Even a good educational game is one resource among many. It rarely replaces instruction, books or conversation, and results differ from learner to learner. A modest, honest product that teaches one thing well is usually a better choice than one that claims to transform everything. If improvement matters, such as for schoolwork, check progress with the learner’s actual tasks rather than relying on the game’s own scores.

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