Video games in school subjects? Understand

Video games as subjects in school? Understand

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Can including gamer culture in learning make it more effective for children? Learn more about this debate

Do you think it's possible that at some point society will build an education method in which video games can help children learn better? This is a commented and much debated possibility in the academic environment.

After all, if not everyone agrees, there are many documented benefits of using video games as a source of knowledge and learning, including teaching gamification techniques here. Understand below:

Should video games be subjects in school?
Videogames as subjects in school can be a beneficial reality for children and teenagers (Image: DepositPhotos)

Although many parents think that video games can harm their children's performance at school, either because they associate the console with entertainment or violent games that the media is constantly endorsing, the gaming world is showing its ability to offer many more features and utilities than in fact they add and are beneficial for those who play. The benefits of combining games and education include better development of creativity, memory, languages, teamwork and increased concentration. 

With this, the role of games at school can be exercised in a playful way to teach the contents covered, since the objective of teaching is to achieve the fixation of what has been learned. Games with narratives based on facts are a great example that there are ways to absorb knowledge in a fun way and closer to the routine and language of children and adolescents.

awakening interests

Despite Kratos' scowl, which might not initially please parents' impressions of God of War, it is with his thirst for revenge that we end up learning a little more about Greek mythology. Another game in the same vein is Hades (2020), which involves each and every Greek god in play. It is very common that, in adolescence, there is an interest in the mythological part of history studies. So we can say that these examples of games are an immersive arm of the great cultural range developed under themes of mythology. Let's say it's the equivalent of the saga of Percy Jackson and other works by Rick Riordan.

In the wave of mythology, moving on to architecture, we also have as a prominent example the Assassin's Creed. The creator behind the Loomer channel made several visits - the famous tour – for the places that inspired the franchise games, whose strong point is the faithful recreation of existing architectures in reality. 

Another character who helped spread knowledge about archeology with her great adventures in PlayStation games is the iconic Lara Croft in tomb raider. Anyway, the list of games and characters is immense and, for sure, there will be more examples throughout this article. The point is that all these narratives, in some way, end up generating knowledge and teaching their audience content related to the fields of geography, mathematics, history, philosophy, among others. 

Why Your Child Should Learn to Play Video Games

Whether you are against or in favor of video games, the impact and space it has conquered in society is undeniable, and it is even an object of much research. A study published in the journal Pediatrics in 2014 by the psychologist of the Oxford Internet Institute – a multidisciplinary department of social and computer sciences dedicated to the study of information, communication and technology -, Andrew Przybylski, debates how long it would be healthy for children to dedicate time to video games.

Video games as a subject at school
The debate over video games as subjects in school is increasingly heated (Image: DepositPhotos)

With the research, Przybylski concludes that people who play video games for less than an hour a day were more emotionally stable, while those who stayed in front of the console for about three hours a day developed social problems and difficulties. As in the case of television, cell phones and screens in general, moderation is the key ingredient to being able to extract the positive part of the experience without overdoing it with health consequences. 

With moderation in mind, the benefits of playing video games are numerous. Among them is the fact that the brain's response time is accelerated, that is, playing video games helps in the ability to optimize problem solving. In addition, multiplayer games encourage teamwork to achieve the goal. 

Another interesting point is that playing video games stimulates creativity, focus and visual memory, since the goals proposed by the games require the exercise of imagination, concentration and remembering details to solve problems. puzzle. With that comes an improved sense of strategy and the development of the spirit of leadership to resolve disputes, interact and organize strategies with other players and make decisions – those who have played overcooked, for example, knows that all this happens in practice.

Should video games be subjects in school?
Overcooked Game (Playback/Epic Games)

Not to mention that by joining games and education, you also instigate the construction of critical thinking according to the proposed narratives, and also offer greater contact with other languages, since the games provide several languages ​​to be used in the instructions that appear on the screen, in chats with other players and narration of the game itself.

And it doesn't stop there: according to the article in Royal Balloon, a website dedicated to the education of children, there are more than 100 plausible reasons for using games in teaching or even, who knows, video games as subjects in school – or at least a tool for teachers to explore more as a teaching method. Check it out below:

  • Video games promote the exploration of technology;
  • Playing video games can turn reluctant readers into voracious readers;
  • Helps children develop patience through repetition;
  • Playing video games helps develop problem-solving skills;
  • Many video games teach important life skills;
  • Educational video games are important for individualized learning;
  • Develops hand/eye coordination;
  • Using Nintendo's Wii Fit for school physical education can be an interesting alternative;
  • Children can learn programming, coding and CAD design using the video game;
  • Games like Minecraft teach kids basic survival skills;
  • Experiential play teaches skills at the beginning of a game that builds on other skills as they go along. This experiential game is important for teaching decision-making skills, for example;
  • Children can learn to be persistent if they want to complete any video game challenge, as they often have to repeat the challenge many times before they develop the knowledge of how to succeed and move on to the next stage;
  • Artistically creative kids can learn art techniques while playing video games. That's because game design is full of digitally animated images – hello, Fall Guys!;
Should video games be subjects in school?
Fall Guys game (Image: Playback/Nintendo)
  • Children learn spatial reasoning through games because they need to maneuver in dimensional worlds;
  • Games teach children to strategize to complete tasks logically;
  • They can learn mapping skills as many games use sub-maps to allow players to see where they are in relation to other areas of the digital world;
  • Playing video games helps develop educational mastery by learning how to assimilate an acquired skill and apply it to other challenges later in the game;
  • Children learn puzzle solving techniques (puzzles, challenges);
  • Develops reasoning and logic skills;
  • They allow kids to explore more of the music with games like Guitar Hero e Rock Band;
  • Video games as subjects in school can inspire historical learning through games set in historical times, such as the Kingdom Come which is set in medieval times and based on historical events;
  • Children can develop creative writing skills through fantasy story games;
  • As many gamers play online or in their own homes with friends, video games are an excellent way for children to develop social skills – Animal Crossing e Stardew Valley are examples;
Should video games be subjects in school?
Stardew Valley game (Image: Playback/Steam)
  • Helps to develop motor skills in the use of joysticks and keyboard controls;
  • Helps to develop typing skills;
  • The game instigates creative thinking;
  • Video games relieve stress;
  • Play can calm an emotionally intense child;
  • Using video games as subjects in school can provide an escape for introverted people who need to get away for a while to recharge their batteries;
  • Offers a wide range of self-paced learning;
  • Helps improve memory;
  • Adventure video games strengthen reading comprehension skills;
  • Video games as subjects in school can help train the eyes in depth perception;
  • It helps to develop ethical and moral judgment as players need to make these decisions to progress in games;
  • Games are increasingly becoming available through apps that teach specific subjects and skills;
  • Games also teach students that failure is inevitable and later on, they can develop coping skills for when things don't go their way;
  • Video games simulate real-life situations, laying the groundwork for skills needed later in life;
  • Simulation games are played in real time and players must make decisions that affect their characters' lives;
  • School video game experiences can help students with special needs develop neural pathways and experience the world in a virtual way;
  • Games can offer introverted kids a way to interact with others through online multiplayer worlds without the stress that shy ones can feel when physically surrounded by other people;
  • Improves math skills;
  • Develops understanding of programming and leads to further technological studies;
  • Awakens interest in fields of study STEM (Science, Technology, Engineering and Mathematics, in free translation);
  • It can inspire the next generation of architects;
  • Game developers are now making games specifically designed as learning games, contributing to the gamification of teaching;
  • In the ever-changing technological world, careers are being based in virtual space. Children need to have contact with computers and technology from an early age or they will fall behind their peers and will not be prepared for the career market of the future;
  • Today's video games teach children basic programming;
  • Many careers use some elements of advanced math, programming or online collaboration, developing these useful skills in childhood will prepare them for the future;
  • Video games as subjects in school can also help children learn to think and make decisions quickly, skills needed in today's fast-paced world;
  • Children develop confidence through play because they can solve and win through trial and error;
  • The brain develops when challenged by experiences and video games are ideal for promoting motivation, setting clear goals, interpreting results and seeking feedback;
  • Children can learn collaboration skills in games that require two or more players to work together in a compatible way;
  • Studies show that playing video games improves mental clarity;
  • Experts are saying that coding is the 4th essential skill; the four being: reading, writing, mathematics and coding. Games, therefore, teach the fundamentals of coding;
  • Video games as subjects in school can lead to productive and fulfilling careers;
  • Professional players play in championships and manage to earn great income;
  • Games can lead to a career in digital design;
  • Digital animation is a lucrative career choice in both the gaming and entertainment industries;
  • Cartography is one of the oldest careers and yet it still prevails today working on more modern digital maps, both in the gaming world and in many other fields;
  • Contacting games can spark interest in the area of ​​APP development for cell phones, tablets, etc.;
  • CAD design is a leading career in technology;
  • It can serve as a skill builder for those who are interested in serving the country in military careers;
  • My Word Coach, a game for Nintendo Wii, helps users improve their verbal communication skills;
  • uDraw GameTablet on uDraw Studio for WiiU helps players develop their artistic skills;
  • Reader Rabbit has a variety of games designed specifically for preschoolers;
  • Games like Myst help students develop imagination, sense of curiosity for investigation, puzzle solving and discovery proficiency;
  • Games like What's Cooking with Jamie Oliver e America's Test Kitchen teach children basic and creative cooking techniques;
  • Play math blaster makes learning basic math facts super fun;
  • Students learn best by doing, so video games as subjects in school are able to offer this immersive and simulation experience;
  • Educational video games help students to develop cognitive skills;
  • Some gamers are inspired to create their own video game worlds, a fact that can serve as an impetus for the development of creative writing;
  • As players develop their gaming skills by learning to use their controllers, they develop finger skills that can serve as a foundation for learning more complex hand-held game needs, such as playing a musical instrument;
  • Some video games that are played in real time teach time management techniques;
  • Video games encourage technical reading comprehension as they work with instruction manuals;
  • Video games as subjects in school can arouse the desire to participate in competitions and increase a player's confidence level;
  • Players are encouraged to form and work towards goals, no matter how difficult the journey;
  • Your ability to calculate, whether it's simple math or strategies, can improve with video game experience;
  • Chess, a great game to activate both sides of your brain, is available in both software and online form;
  • Military games can teach war strategy concepts;
  • Online games can teach a child or teenager to be discerning about the people they interact with;
  • Video games as subjects in school can teach financial skills through games that work with management;
  • Multiplayer games can increase family time;
  • Through Minecraft children can learn about breeding and nutrition;
  • Sports video games like Madden NFL can teach children the rules of the game.

The importance of video games in school and society

It's been a while since the games industry stopped playing just the role of entertainment. The sector has conquered many territories, especially technology and innovation, which increasingly allows for immersive narratives. If before we had objective games like Atari, today we have a range of dense arcs that often mix with movie-like scripts. 

According to the market intelligence company Newzoo, the video game industry has an average of 2,5 billion players worldwide, with Fortnite being the main highlight this time, with 139 million active players. 

Should video games be subjects in school?
Fortnite game is one of the most accessed today (Image: DepositPhotos)

So, if the purpose is to prepare children for the future, of course, technology needs to be brought into play. With that, there is no reason to avoid the combination of games and education – as long as it is done with prudence, as discussed in this article.

The incorporation of gamification in the work environment, if well implemented, makes the execution of demands more intuitive and helps in a clearer understanding. Following this logic, video games at school, in turn, have the potential to help educational institutions reexamine their assumptions and beliefs about work, leisure and educational methods.

Still in this comparison between work and school environment: when adopting gamification, some companies noticed that the tool made employees discover passions and connect them to missions and values, along with co-workers. If video games have achieved this feat with adults, games at school – an environment in which people are still growing and forming – can add much more.

Inserting games is a natural method for allowing students to fail in a safe environment and to learn from those failures so they can try again until they succeed.

Even games like Burnout Paradise make failure fun. In this specific game, the objective is precisely to crash the cars, because the more different the accident, the greater your score. In a way, this allows players to essentially learn from their mistakes, correct them, and try again.

Should video games be subjects in school?
Burnout Paradise game (Image: Reproduction/Nintendo)

The late theorist and author Jesper Juul wrote in his book, “The Art of Failure – An Essay on the Pain of Playing Video Games,” that losing at video games is part of what makes games so engaging. Failing a game makes the player feel inadequate, but the fun is that he can redeem himself immediately and improve his skills.

learning by gamification

As discussed so far, the benefits of video games today can also be applied in the field of education through game-based learning. By using games at school, such a teaching method manages to develop three optimal aspects to achieve the goal of absorbing knowledge by students:

  • Video games at school renew education. They turn learning into a fun and exciting game without the lessons getting boring. In this way, students assimilate and retain information almost without realizing it;
  • Increases motivation. Students are the main characters in the story and their success is rewarded with medals, extra lives, bonuses, etc. This captures and maintains interest in learning more and more.
  • Games at school provide opportunities for practice. Students can apply the acquired knowledge without getting into dangerous situations. This is what flight and navigation simulators are all about, for example.

Increasingly, university and industry research confirms that video games naturally support and promote this type of learning. Even though the main source of video games is entertainment, with an average of US$ 120 billion around this sector, the exploration of its resources in new territories has made everything more interesting.

Should video games be subjects in school?
Video games as subjects in school aid learning (Image: DepositPhotos)

The military use it for training exercises, companies use gamified applications to conduct interviews, and, in the classroom, the expectation is that it will be used much more as a teaching tool in addition to those limited computer classes that the millennium generation had in the past. 2000's. 

Video games as subjects in school are not an entirely new phenomenon, so to speak. In addition to these computer classes, much earlier, people who studied abroad between the 1970s and 1990s had contact with the game The oregon trail, which debuted in a classroom in 1971.

In this game, students lead a group of settlers through the Midwest following in the footsteps of Lewis and Clark. The game emerged shortly before the video game industry was established with the 1972 release of the video game. Pong, an electronic version of table tennis.

Even though educational video games have been used in classrooms for 50 years, and while research shows that video games as subjects in school can be effective, they are not as common in classrooms today – a fact that is ironic given that we are increasingly increasingly intertwined with technology.

This is because there is a certain cultural resistance. It doesn't matter if there are studies and evidence about the benefits of video games being a teaching subject. There are many social barriers in adhering to new technologies in the school environment. The association of video games with entertainment and a hobby item is still very strong. Videogames should not be seen as an antonym of knowledge – games and education should work together.

The average time that a student spends actually learning content in the classroom and making a profit is only 60% of the total class time. A more effective way to maximize learning time is through task time. Of course, when students are interested and concerned about the topic being addressed, they are curious and engaged. 

But when it comes to homework, it is necessary to develop other methods to motivate students. This is also where the video game could come in. Educational games can be designed to improve motivation and engagement, giving students more time on task.

Encouraging exploration and creativity

Some, if not most, of us believe that the way we present ourselves and the choices we make to build our digital identity is becoming increasingly important. Whether through Twitter, Facebook or LinkedIn, all mistakes and successes are public. Social media can be brutal when it comes to condemning someone or leaving them in oblivion – the famous flop. 

In more beautiful terms, one of the key concepts in media studies is the role of representation – which is also valid for the universe of games. How people represent themselves online is a popular concern of teachers who advocate “digital citizenship” and “digital identity”. This is a compelling reason for schools to investigate games, as they can play an important role in representing people, events and ideas – and representing them in today's cultural literature.

Okay, but where does playing video games come into this? Well, it's simple. Games are pioneers in providing the experience of creating new and diverse representations of yourself without it being something immutable. For example, in a game like The Sims, a child can choose whatever personality they want, create careers, explore hobbies, save, recreate, shape. The exploration window is quite wide for it to be in this growth phase.

Should video games be subjects in school?
The Sims game (Image: Playback/Xbox)

The game involves experimentation in identity formation, but in a safer environment than other online tools. Children consume many types of games, both as a player and as an audience. What is less talked about is how players learn while being the audience – stopping to watch gameplay, for example. As an audience, players take an active role in decoding the representations made by all forms of media across their own cultures and life situations.

Immersive learning experiences 

The theories of the educational field claim that, in fact, students cannot receive knowledge; in this case, from the information received, they build the knowledge in their own minds. It is necessary to unite previously learned concepts to build content assimilation at a higher and more complex level to make it yours.

A classic and practical example of an immersive experience that can contain several lessons learned with previous experience: Pokémon. Want a more current one? Pokemon Go. They were certainly not designed as educational games, but their principles could easily be used to design classroom video games that enhance your educational experience.

Should video games be subjects in school?
Pokémon Go game (Image: DepositPhotos)

In chemistry, the periodic table of elements can be the biggest nightmare for many students. But if you try to assimilate the content with something pleasurable, the angle changes. Still on the Pokémon example: the essence of the game is figuring out how to combine the 17 different attack types when fighting other Pokémon. Each Pokémon has one or two types of attacks they can use. 

Players don't learn the different possible combinations by studying a large table with 27.624 innings, but by playing the game. By playing the game, students gradually build deeper knowledge and consequently develop essential skills.

So video games being subjects that represent a positive learning experience is what the future should look forward to. A teacher with an effective teaching method will be able to build learning through resources that will inspire and motivate children to be better. Games at school are part of these tools.

games that teach 

In the field of game-based learning there are educational video games known as “serious games”. This specific learning segment seeks to teach students specific subjects or train professionals such as pilots, firefighters, police officers, health professionals, among others. Educational video games are a booming market and are expected to be worth $17 billion by 2023 – 485% more than in 2018 – according to forecasts published by the Statista portal. 

Many educational games have been released since the days of The Oregon Trail – commented on above. Some of the most popular are DragonBox (dedicated to introducing geometry to young children); Extreme event (prepares players to deal with natural disasters and encourages teamwork); Pacific (teaches how to be a leader and how to manage a team); Spore (very useful for teaching biology, especially the evolution of living beings); the famous Duolingo (focused on learning new languages ​​in a light and interactive way); blood typing, (developed by the Swedish Academy, teaches about blood types and transfusions); and finally, Minecraft, a great game to explore various fields of learning.

Should video games be subjects in school?
Minecraft game (Image: Playback/Nintendo)

Using video games at school or adopting game-based learning is a way of democratizing teaching so that children and teachers can represent themselves and their surroundings without this reality seeming unattainable. At the end of the day, what really matters is to bring theoretical content to students' lives so that they can relate to everyday elements and future projections of where they want to go, whether in personal life or professional career.

See also other features

Is the use of cursive handwriting out of date?

How to study, work and get enough rest

Sources: Iberdrola, Modern Learners e penn today


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