Playful Learning and Recognition
Abstract
Although the cognitive benefits of video games are recognized today, gaming is still rarely acknowledged as a conventional environment for exercising and developing skills, particularly transversal skills. Unless one takes a genuine interest in the topic and actively seeks out resources, the media landscape and public discourse still tend to focus heavily on the supposed negative effects of video games, such as their alleged link to violent behavior. Video games are even sometimes taken hostage by the media, as shown by recent public statements during urban riots.
Yet, within those same media outlets and public discourses, we see a growing trend and fascination with the metaverse, augmented reality, or virtual reality now seen as a cutting-edge space for education, professional training, and hiring.
It is within this context that this presentation focused on the implementation of the La CooLab concept—on video games as a supportive context for developing transversal skills (including social and interpersonal ones) and, more importantly, as a meaningful tool for self-reflection, identification, recognition, and validation of skills. Are these games dangerous or useful? Are they harmful or beneficial? These were the questions addressed.
Based on our research at Temptalab introduced in this session, we launched a monthly show, initially streamed live on Twitch and now on YouTube, which led to the creation of La CooLab. The concept has been to focus on a different game in each episode and link it to what we consider to be a core skill in the experience of the game in question. The goal of this session was to show how these video games can become a valuable tool for reflection, as long as we recognize their potential and make use of their benefits.
Keywords: video games and learning, transversal skills, gaming and learning
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