From Sonic to Switch - how gaming can be a link to boost literacy
A Teacher’s Take on Gaming from the ’90s to Now and How It Can Boost Reading
As someone who grew up in the ’90s, I fondly remember the thrill of loading up Crash Bandicoot, blowing into a dusty cartridge on a rainy Sunday, the buzz of swapping Pokémon cards in the playground and the frustration of being wiped out by the blue shell on the final lap in Mario Kart. Games were a big part of childhood just as they are now. But back then, they were simpler, more pixelated and mostly played solo on a CRT television.
Fast forward to today and the classroom conversations are very different. Pupils are talking about the new chapter in Fortnite, builds in Minecraft and that they’re only tired because they stayed up late to watch their favourite gamer on YouTube. The worlds are bigger, the graphics are smoother and the reach is global. As a teacher or parent, it is important to think about how gaming can boost reading and to draw on children’s passion for gaming and technology to support and nurture a lifelong love for reading.
Gaming Then vs. Now n- What teachers can learn
In the ’90s, you had a few games and you played them until you beat the final boss. There was no downloadable content or cloud saves. If you got stuck, you figured it out. Sometimes you had a manual, sometimes you relied on cheat codes given to you by friends and sometimes you really needed a break to devise a new strategy to complete that tricky level. Yes, rage-quitting existed then too!
Now, games are immersive, collaborative, and endlessly customisable. Pupils come in talking about their latest wins or creative builds, sometimes using vocabulary that rivals a Year 6 reading paper. It’s tempting to dismiss all of this as a distraction. However, maybe those ‘reluctant readers’ just need opportunities to read about their actual interests.
From Gaming to Reading – How video games help literacy
I’ve worked with plenty of children over the years who’ve said, “I don’t like reading.” But give them a Minecraft guidebook, a comic about a Roblox adventure or a strategy guide with tips for completing a tricky quest and suddenly they’re reading for purpose. They want to understand. They’re motivated. They openly talk about and share what they know with enthusiasm. Sometimes, that enthusiasm is boosted even more when their teacher or parent is in the know about the latest games and trends too!
‘The link between games and reading is one we should embrace more as educators and parents.’
Here are some brilliant books especially for those children who love gaming but might be a bit more reluctant to pick up a traditional novel:
Gaming-Inspired Books for Children (Ages 7–12)
- Trapped in a Video Game series by Dustin Brady
Action-packed, easy to read, and full of humour.
- Press Start! by Thomas Flintham
Fun and colourful early chapter books that feel like playing a retro game.
- Game On! by Dustin Hansen
A nonfiction favourite in the classroom that’s packed with gaming history, characters and facts.
- Diary of a Roblox Pro by Ari Avatar
Hugely popular with Roblox fans and written in an accessible, diary-style format.
- Minecraft: The Island by Max Brooks
A survival story with depth that’s perfect for fans of Minecraft who are ready for a more advanced read.
Click here to explore resources linked to the books.
A Final Thought
Gaming today isn’t the same as it was when we were kids but that’s not a bad thing. It’s more social, more creative, and in many ways, more educational. If we tune into what our pupils (and our own children) are playing, we’ll be more likely to find ways to connect it to their learning.
So the next time you think, “They’re always on that game,” consider this: it might just be the key to finding the book that gets them reading.
Luke Ronayne is a Primary School Deputy HeadTeacher and a guest blogger at Technology Books for Children. Learn more about Luke’s work here.
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