In addition to the fun and entertainment it offers, video games have long been used as teaching tools for students. Minecraft and Roblox are some of the best known examples of how they are used to engage students in different subjects.. The Association of Video Game Producers and Distributors (AEPDV) has released the Portuguese version of the Games in Schools Handbook.
This is a practical guide to help teachers interested in using video games in their classrooms. These can help students develop important skills such as critical thinking, deepen creativity and problem solving, the association said in the announcement. The manual can be accessed and downloaded on the AEPDV website.
The handbook provides a list of commercial video games that can be used in schools. A document created in collaboration between the European Video Games Industry (ISFE), of which AEPDV is a member, and the European Schoolnet, a network of 34 Ministries of Education. THE The manual also contains information on understanding the educational benefits of commercial video games while learning how to use them as educational and motivational tools for students..
The document also includes customized lesson plans with game-based learning elements. and Teachers can also access a six-week intensive course, which includes modules such as the importance of using games in the classroom, thematic learning, identifying learning games, game design and the importance of teaching about games. The course is free and remains accessible to all interested teachers.
What is interesting in the manual is to understand how some of the most popular video games on the market can be important for certain topics and benefits. Animal Crossing, for example, targets subjects related to Geography, Biology, Organization and Time Management. Culture teaches more about History and Geography, but also Economics and Sociology. Crazy Machines 3 teaches Physics, Fable III Ethics, Social Studies and English. And even the familiar Fortnite can help develop cooperative skills.
Assassin’s Creed has a variant of the game that becomes a historical guide through the different cultures covered in each chapter, such as Greece and Egypt. THE The list is extensive and interesting, continuing with Mario Maker for solving problems, Minecraft for developing critical thinking or portal to help with geometry and Spatial Analysis.
Other topics mentioned in the manual concern the explanation of the European age rating system, PEGI, as well as the meaning of the symbols. And inclusion has not been forgotten, including topics aimed at teaching children who need special care or have a disability. Also listed are resources, adopting healthy practices, and other topics related to video games.
According to Tiago Sousa, general manager of AEPDV, “the educators and educational institutions are increasingly interested in the potential role of video games in supporting young people’s learning experiences. Video games encourage teamwork, strategic thinking and reconnect students who are struggling in school, especially when more traditional approaches fail to unlock their full potential.”
It also emphasizes the higher propensity to enroll girls in STEM courses who play video games than those who have no exposure to gaming. Poland has already added video games to the official list of school reading, just as the government of Flanders in Belgium has integrated video games into general education.