The Project
Using games in education or to improve skills has a long history, but lately, the educational potential of video games has gained some focus. After a wave of pedagogical games in the 1990s, the question is now on the potential usage of video games in the classroom. While many advocates for it, the how is still very nebulous.
1. Teachers need guidance to use with video games in the classroom
Guidance for educators exists but it is scarce. It either remains vague and is not adapted to the classroom setting, or it is written for specialists and therefore unaccessible to most.
In addition, myths and perception about video games make it challenging for teachers to try and bring them to the classroom.
2. Video games can be great vectors for cross-curricular and innovative pedagogies
Although competence-based and cross-curricular education are identified as priorities in EU policies since 2006 (recommendation 2006/962/EC of the European Parliament and of the Council of 18 December 2006 on key competences for lifelong learning), there is little guidance by EU ministries on how to implement these goals.
For these reasons, we will work on developing practical guidance for teachers to use video games in the classroom for cross-curricular teaching, as well as encourage students to create their own games as learning by doing projects.
The following resources will be produced during this project:
– a booklet on why video games belong in the classroom
– a practical guide on how to use video games in the classroom
– 4 experience libraries of 88 pedagogical modules in total, using games: as spectators, as creators, as single players or in groups.
This project started in November 2020 and is planned to last for 24 months.