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Technically, everything that can be used on a computer is computer software. Video games are a special software category, which are used mostly for entertainment. Some games are used for simulating real life situations (Simulation games).
https://www.quora.com/Is-video-game-a-software

Games For Classroom
- A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool.Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games).

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A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool.Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games).

Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.

Ludwig Wittgenstein was probably the first academic philosopher to address the definition of the word game. In his Philosophical Investigations, Wittgenstein argued that the elements of games, such as play, rules, and competition, all fail to adequately define what games are. From this, Wittgenstein concluded that people apply the term game to a range of disparate human activities that bear to one another only what one might call family resemblances. As the following game definitions show, this conclusion was not a final one and today many philosophers, like Thomas Hurka, think that Wittgenstein was wrong and that Bernard Suits' definition is a good answer to the problem.

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A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool.Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements.

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1. Games Engage People

- Making learning fun motivates students and helps them pay attention and stay focused on the subject.
2. Bridging the Digital Generation Divide
-  In particular, 21st-century students have grown up using different technology from that which their professors grew up with. Using games, not necessarily video games, for teaching is one way to shift to a more appropriate learning format for the Digital Generation.
3. Learning from Mistakes

- One reason that games (outside of gambling) are such a great escape from the real world is that bad consequences are rarely serious or lasting.
https://serc.carleton.edu/introgeo/games/whygames.html

Children in general learn better when they are active. Thus, when learning is channelled into an enjoyable game, they are very often willing to invest considerable time and eff ort in playing it. Moreover, in view of diverse learning styles and preferences the students display, benefi ts from games seem to cater for everyone as children fi nd playing activities much richer language studying work than doing other kinds of practice.
https://teacher.pl/the-role-of-games-in-teaching-children/#

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How to Use Games in Teaching and Learning

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How to Use Games in Teaching and Learning

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1. Determine the Purpose of Game-Based Learning

2. Play the Game Yourself, Making Sure It Is Aligned with Learning Goals

3. Ensure It Meets Expectations from Parents
4. Dedicate Time to Consistent In-Class Play
5. Assess Progress Throughout Play, Informing Instruction
https://www.prodigygame.com/blog/implementing-game-based-learning-in-the-classroom-examples/

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Issues About Using Games in Teaching and Learning

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Issues About Using Games in Teaching and Learning

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Games take time to learn and design properly

Wasted efforts will be the greatest administrative fear

Involve materials that range from the inexpensive to the costly

Design efforts are often funded via grants which have to be managed

Pedagogical and technical supports might be necessary (additional resources)

Issues of access and the digital divide

An examination is needed as to whether students actually prefer this approach to teaching

However, it should be noted that the Spiegelman and Glass state that a lot of game based learning can be done with a small investment of funds and many can be implemented with very little overhead. Additionally, the benefits of games-based learning, including increased engagement and motivation, greater learning, are too compelling to ignore.

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Advantages and Disadvantages of Games in Teaching and Learning

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Advantages and Disadvantages of Games in Teaching and Learning

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Advantages :

Games may cause learners to engage in their classroom more while creating an environment of learning with experience.

Games are fun and can motivate and/or encourage the learner to continue playing.

The interaction involved in games can help learners understand better.

Games may improve critical thinking skills as well as reading comprehension.

Games can be a source of stress relief for some people.

Disadvantages :

If games aren’t designed correctly, it could be a disadvantage to the learner’s thinking.

Games may be a source of distraction and waste of time.

If teachers aren’t familiar with technology (aren’t tech-savvy) the way students are, there could be a gap between teaching and learning.

Games could lead to student addiction, thus causing physical/psychological problems.

“…the goals of the games do not necessarily always align with the learning goals of the classroom.” – Dr. Heather Coffey (UNC School of Education)

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Examples of Games in Teaching and Learning

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Examples of Games in Teaching and Learning

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1. Video Games

Students can play some through downloadable programs, whereas others are accessible online.

For example, Prodigy is a free online math game that’s aligned with CCSS, TEKS, MAFS and Ontario curricula for grades 1 to 8.
2. Adaptations of Common Games

Preparation time varies, but you can create spins on popular games to supplement lessons and units.

For example, you can transform tic-tac-toe into a math game. Start by dividing a sheet into squares — three vertical by three horizontal. Instead of leaving them blank, put an equation or word problem in each that tests a different ability.

Similarly, you can create your own version of a game that asks fact-based questions, such as Trivial Pursuit.
3. Original Games

You’re not limited to adaptations and video games. You can create original, interactive content. This is possible by crafting quiz-, board- and team-based games, as well as using software such as QuoDeck to design and customize simple digital games.

Doing so allows you to completely customize the game-based learning experience.

Classroom Activity
- Role play
- Sharades
- Tic-tac-toe
- Simon says

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5 Steps to Implementing Game-Based Learning in the Classroom [+ Game Examples]

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All Posts Many teachers struggle to smoothly incorporate games into lessons due to time and logistical issues, yet see game-based learning (GBL) as a way to engage students and appeal to diverse learning styles. Research has continuously shown such advantages.