EXPLORING THE SYNERGY BETWEEN VIDEO GAMES AND EDUCATION 2/3

Engaging children, conveying a meaningful message, facilitating their progress and learning - these are all commendable objectives! But here's the twist: we're not discussing school; we're referring to video games! Contrary to the common belief that they are at odds, we argue that video games and education can harmoniously complement each other.

Surprisingly, and almost certainly fueled by a wave of paranoia about new technology, these two spheres, instead of recognizing each other as siblings that could have grown up alongside each other, continued to drift apart, secretly jealous of one another. However, couldn't video games become part of the educational system, once the latter realizes it has so much to gain from them? Wouldn't video games provide a powerful tool for channeling and holding the attention of children who often have trouble concentrating in class? What are video games if not one of the best ways to apply the current educational approach of active learning? Making content more fun is the logical next step in this approach.

Let's stop pitting them against each other and stigmatizing their respective shortcomings. Instead, let's explore how these two realms can be complementary, learning from each other and combining for the greatest benefit of our children. With PowerZ, we firmly believe that gaming and education are mutually beneficial. Discover more through this 3-part dossier.

Adrien and his chimera are thinking hard to create relevant teaching concepts.

Adrien and his chimera are thinking hard to create relevant teaching concepts.

The principle of phase distribution - the fair allocation of resources

They complement each other because our traditional education system, despite teachers' dedication, cannot effectively cover all content in a manner that ensures equal access to education for everyone. This limitation is regrettable. Therefore, the education system stands to benefit from a flexible tool capable of addressing various subjects and learning stages.

In Super Mario, the learning process involves navigating through the level, making mistakes by falling in the wrong places multiple times, until you grasp precisely where and when to jump.

Video games, like Super Mario, excel in active learning. In this game, players master the level by making mistakes—falling in the wrong places—until they understand precisely where and when to jump. The empirical 'trial and error' mechanic ensures a continuous learning process, a rarity in a mostly punitive education system. Video games allow for continuous learning through mistakes, making the process enjoyable. Isn't that amazing?

Trial and error significantly contributes to the consolidation phase of acquiring knowledge and skills. This approach should be coupled with other brain training principles like 'close feedback loops' and 'expanded rate retrieval.' To ensure proper consolidation of a skill, such as anchoring it in long-term memory and making it a reflex in procedural memory, it's crucial to guide the child on where and why they made mistakes and where and why they were correct. Initiating trial-and-error sessions at specific intervals is part of a practical consolidation strategy. It's important to note that when we refer to phases in the plural, it's because there is more than just a consolidation phase.

To ensure that every child has access to extracurricular lessons, which often hinge on parents' social backgrounds, the game emphasizes an awakening phase. In addition to enhancing math skills, children have the opportunity to develop an appreciation for classical music, expand their vocabulary, and gain knowledge of yoga. The game treats each subject equally without distinction of importance. As children advance along this infinite horizontal scale based on their preferences, they can also progress vertically, eliminating academic 'level barriers' and enabling a more in-depth exploration of fields that personally attract them.

The validity of the latter point remains to be proven, introducing the concept of phase distribution. Our goal is to engage children in various subjects, helping them discover areas that inspire them and build a lasting foundation of skills for optimal progress. This approach aims to streamline face-to-face teaching, saving time and energy for both parents and teachers. It envisions a liberating experience for children, breaking free from the constraints of a cumbersome system and restrictive beliefs.

“The Wizards’ Tower and the trials it involves are the perfect place for children to build on their newly acquired skills or those in the process of being acquired.”

Practically speaking, we're structuring the game into three phases for each learning area. The main quest aligns with the awakening phase, introducing various learning domains, supported by basic skills/tools. After sparking curiosity, children progress to secondary quests, reinforcing specific skills in distinct fields of learning. While these phases are interdependent, consolidation may resemble awakening in some areas due to similar effects.

At regular intervals, the wizards of Omega will test our children. The Wizards’ Tower and its trials offer a perfect space for building on newly acquired or developing skills. We recognize that intelligent application occurs beyond educational settings, emphasizing the practical utility of knowledge. In the distance, the concept of the "juxtaposition of realms" is taking shape, but we'll delve into that later.

Interested to explore further how video games and education complement each other? Join us next week for the final installment, where we'll delve into how a game like PowerZ can inspire your kids to venture outdoors, engage in sports, and even try their hand at cooking - in the real world.