Is gaming that different from reading?
Today I came across a study about the benefits of recreational gaming by the International Journal of Esports?(https://lnkd.in/efR2kGXN). Those who have gaming experience themselves, or have studied (serious) gaming know that gamers tend to develop traits and characteristics enforced by the gaming environment, or its community. These can vary from problem solving, spatial and hand-eye coordination skills, as well as vision and speed skills up to organizational, management and leadership skills. It often makes me wonder; why is gaming not included in the daily educational practice of students?
Nowadays I'd like to compare gaming with reading; I know they are two different things, but they are similar in my eyes as follows:
'Both reading and gaming give the learner autonomy over the content they like do experience, and the practice of experiencing that content may bring forth new skills and/or attitudes'
Like I said, I agree that reading and gaming are very different from each other. However, I decided to dive in to see what exactly I could find. Here are the main differences between gaming and reading, and as you may as well notice, they are quite different from each other.
As well as they may differ from each other, it seems that gaming and reading can also cooperate with each other. Where reading can expose readers to ideas and perspectives, gaming can let an individual experience specific scenario's and situations.
I'd like to see Playstations, Xboxs, PCs, VR Headsets and many more ways for students to experience gaming at school, and I'd like to see gaming as a genuine part of the educational training, just like reading is / once was.
Inclusivity & accessibility
For much of human history, reading was a privilege that only a small percentage of the population had access to. Until relatively recently, books were expensive to produce and distribute, and literacy rates were low. Today, while there are still barriers to reading for some people, such as economic or cultural factors, access to reading materials has greatly expanded, thanks to technology and digital media.
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Because reading has a lot of benefits, we have made it accessible to everyone and also tend to include reading-hours in our school curriculum.
At the moment, only the individuals who were exposed to gaming at a certain point in their life, and liked it a lot (a phenomena not unknown to the reading community) continue their gaming experience. It may well be the case that these 'gamers' have developed certain skills that allow them a better position on the job-market in comparison to individuals who have not have had the opportunity to develop those skills.
Schools could/should provide students with enough gaming experience as such they might find the game that suits them, just like a book.
Gaming in the school curriculum would enforce socialization, encourages technology literacy, and can provide and mental break and / or outlet.
A few of the core benefits of including an hour of gaming in the weekly schedule of students.
As good as it may sound, there are also things to bear in mind when thinking about gaming as part of the school curriculum.
It is worth noting, however, that there are also potential downsides to excessive video gaming, such as addiction, decreased physical activity, and social isolation. Therefore, any decision to include an hour of recreational video gaming in a school curriculum should be carefully considered and balanced with other activities and priorities.
I am curious to know what you guys think. I mean, I am a gamer myself so I might be a little biased here....... let me know in the comments please <3
Serious Game design, ondernemerscoach, docent/coach MBO/HBO,(interim) bestuurder/manager, investeerder
1 年Adding (serious) gaming and AI to education is a must do in my opinion. There is enough research done that the skills you can learn with (serious) gaming are very useful in real life. Besides that learning by playing is on of the best ways to learn. I recently posted an article about adding game skills to your resume and testing these with the help of serious gaming. https://www.dhirubhai.net/posts/jurgenbos_cv-games-digitalskills-activity-7044336940183113728-qg_S?utm_source=share&utm_medium=member_desktop
A.I. In Action + ??? gamification
1 年I learned a great deal of English through playing games (and watching subtitled TV shows like the A-Team and Knight Rider). I think especially the 'problem solving skill' is improved by most (adventure & platform) games (like Police Quest, Space Quest and Abe's Odesey), but also learning to do tasks in an efficient or logical order thanks to real-time strategy games like Command & Conquer. I guess games also encourage you to persist in trying to overcome obstacles and transform challenges into change. The thing with games is that most of these effects are subliminal. But you know my standpoint en anders is het interview met Humberto Tan hier terug te luisteren: https://www.nporadio1.nl/fragmenten/null/18518040-d191-46ea-83a2-a93c2d8d450e/2020-10-16-onderwijs-moet-meer-gebruik-maken-van-games-en-de-kennis-hierover
Docent Ad Facilitair Eventmanagement Hogeschool Inholland | Lean Six Sigma Green Belt | Fotograaf (events, sport & luchtvaart)
1 年Your thoughts Milo van Heugten peter strikwerda Geertje Wessels Leo Breevoort ???.