Videoigre so trenutno najpomembnejši medij v zabavni industriji 21. stoletja. Njihova pot je bila tlakovana s številni težavami in neprilikami, zlasti v splošni družbeni recepciji, saj jih je strokovna in splošna javnost dolgo časa (in jih ponekod še) obravnavala kot nekoristne, občasno celo škodljive. Slednje seveda ni absolutno res, ni pa tudi popolnoma ovrgljivo. Videoigre so prav tako kot drugi mediji izjemno širok pojem, med njimi najdemo tako estetsko izjemno dovršene umetniške naslove, najdemo pa tudi take, ki so moralno dejansko na meji spornosti, saj prinašajo nesmiselno nasilje in ponižujoče oblike spolnosti ter seksizma. V 21. stoletju smo pričeli prevzemati tudi nove načine učenja, ki jih prinašajo spremembe vzgojno-izobraževalnega sistema in novosti, ki jih s sabo nosi sodobna didaktika kot znanstvena disciplina. Tradicionalni frontalni pouk se zdi zapostavljen, večkrat celo negativno obravnavan, v osredje pa se vedno bolj postavlja eksperimentalne učne metode, med njimi tudi učenje z videoigrami, ki je v tujini ponekod že ustaljena praksa. V magistrskem delu se ukvarjamo z videoigrami kot didaktičnim pripomočkom pri pouku slovenskega jezika in književnosti. Ker so ponekod še zmerom izrazito negativno obravnavane, smo pridodali teoretičen del, ki se ukvarja zlasti s teorijo videoiger (slednje so v tekstu sinonimno imenovane kot igre), njihovo javno podobo in koristnostjo pri motiviranju ter poučevanju. Preučili smo izbrane posamezne adaptacije priznanih del v videoigre (Božanska komedija, Bartolov Alamut, določene pravljice) in tematsko ter motivno sorodna dela, ki jih lahko uporabimo za razširjanje klasično podane snovi (kakor zaznavamo v primeru romana To noč sem jo videl in videoigre Valiant Hearts). Ukvarjamo se tudi z didaktičnimi igrami, namenjenimi učenju jezika in njihovi prihodnosti v slovenskih aplikacijah/igrah, ki bi lahko služila za promoviranje slovanskih jezikov in spodbujanje učenja slovenščine kot tujega jezika, zato bi bilo smiselno načrte za takšno aplikacijo/igro umestiti tudi v Resolucijo o nacionalnem programu za jezikovno politiko po letu 2018. Zavedamo se vseh omejitev, ki bi jih tovrstno eksperimentalno poučevanje prineslo, zlasti problemov s finančnega vidika, vseeno pa poučevanje s pomočjo videoiger vidimo kot izjemno sofisticirano in spodbudno obliko pouka v prihodnosti slovenskega vzgojno-izobraževalnega procesa. Video games are currently the most important medium in the entertainment industry of the 21st century. Their path has been paved with numerous difficulties and inconveniences, especially in the general social reception, because for a long period they were (and in some cases still are) regarded as useless, occasionally even harmful, by both the professional and general public. Of course the latter is not absolutely true, but it is also not completely refutable. Just like other media, video games are a very broad concept. Among them we can find artistic titles with highly sophisticated aesthetics, but there are also those that morally border on controversy, as they deliver senseless violence and degrading forms of sexuality and sexism. In the 21st century, we began to incorporate new learning techniques, brought by the changes in the education system and the innovations that accompany modern didactics as a scientific discipline. Instead of traditional lecture-style instruction, which seems to be neglected and often even perceived negatively, experimental teaching methods are gaining prominence, which includes learning with video games, a common practice in many places abroad. The master thesis addresses video games as a didactic aid for teaching Slovene language and literature. Because games are occasionally still treated exceedingly negatively, we have added a theoretical part which specifically addresses the theory of video games (synonymously referred to as games in the text), their public image, and their practicality in motivating and teaching. We have analyzed selected individual videogame adaptations of acclaimed works (The Divine Comedy, Bartol's Alamut, certain fairytales) and works related by themes and motives, which can be used for spreading conventionally delivered material (as observed in the case of the novel To noč sem jo videl and the videogame Valiant Hearts). We also examine didactic games, intended for language learning, and their future in Slovene applications/games, which could serve to promote Slavic languages and encourage the learning of Slovene as a foreign language. Thus it would be sensible to submit a plan for such an application/game in the Resolution on the National Programme for Language Policy after the year of 2018. We are aware of all limitations that this kind of experimental teaching would result in, particularly the problems from the financial perspective, however we still view teaching with video games as an exceedingly sophisticated and stimulating form of learning in the future of the Slovene educational process.