The booklet aspires to depict that video games are mediums of ideas and experience, and can be considered complementary to other media commonly used in class (literature, theatre, music, etc.), thus also offering teaching and learning opportunities. This first intellectual output explains what video games are and why they can support innovative education. The booklet incorporates the benefits of the gamified approach in a teacher’s perspective, demystifies video game myths, gives an overview of video games in relationship with the school subjects they could relate to, as well as the skills and competences developed, taking into account the benefits for learners with learning disorders, and the learners that respond differently to games.
Download the Booklet here !
Also, check out our 17 factsheets exploring various myths and perspectives on video games in education below:
1. Are educational games the only ones that have a place in education?
2. Do video games make players violent?
3. If I don’t play much/at all myself, can I really expect to use games with my students?
5. Overview of 7 skills that video games can sharpen
6. Can video games replace a teacher?
7. How can gaming contribute to the development of communication skills and empathy?
8. How to engage all kinds of learners with video games
9. Is there a relationship between playing video games and ADHD?
10. Will girls play video games if I bring them to the classroom?
11. Can video games ‘cure’ dyslexia?
12. How video games help people connect
13. All teenagers know how to play video games
14. Video games and their themes are more varied than ever
15. Adaptive video game controllers
16. Representing disabilities in video games
17. games that make accessibility challenges or features part of their gamepla7
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