Acquiring knowledge in a playful way
Just a few years ago, parents and teachers had the restrictive idea that children should only have access to computers if they were «doing something useful» with them. Gaming was frowned upon, whereas classic educational software was legitimised. The children, who were then expected to practise vocabulary or certain maths steps on the computer, were not very enthusiastic.
Fortunately, we are much further ahead today and educationalists and psychologists know how closely play and learning are interlinked. Playing without learning is impossible. The days when education policy and educational establishments kept these two things separate are also over in Switzerland.
The realisation that children learn «with all their senses» when playing, according to the website of the Zurich University of Teacher Education, has also been incorporated into Curriculum 21 and has triggered «a pedagogical-didactic paradigm shift». Although this statement refers more to young children up to the age of eight, games also promote various cognitive developments in older children, even if this is mainly done with digital media.
Of course, we can argue about what learning effect «The Sims 4» or «Fortnite» should convey. However, for over 20 years there has also been a genre in digital gaming that pursues a deliberate learning approach: so-called serious games.
An important tool in digital education
Serious games are games that specifically convey serious content. They have long been available in analogue form as card, board and simulation games, but they are particularly attractive in digital form. They are not only aimed at children and young people, but also at adults in a professional environment.
It is impossible to play without learning something.
These «serious games» are an important tool in digital education today. They utilise the entertaining and motivating means of gaming in a low-threshold manner to facilitate the acquisition of knowledge on complex topics. They owe their astonishingly wide range of topics to the diversity of their clients, which include various educational institutions, organisations, authorities, research and the healthcare sector.
These topics are covered by serious games
- Politics: Serious games have a political context, for example when they visualise the procedures and voting processes of a democracy, which are not always easy to understand. There are also numerous games that impressively illustrate the impact of fake news or trace the gradual development of radicalisation.
- History: This genre likes to delve deep into historical events in order to make the past comprehensible and draw parallels with the present. This can involve the Second World War, the collapse of the GDR or a visit to Sitten VS in the 15th century.
- Discrimination: Serious games know no fear of contact and shed light on sensitive topics such as homophobia, xenophobia, anti-Semitism, misogyny or the challenges of living with a physical or mental disability.
- Health: So-called health games take a challenging look at nutrition, infections and illnesses or encourage real physical exercise and sporting activities.
- Environment: The consequences of climate change or how alternative energies can be used sensibly are topics that are on the minds of many children and young people.
- Professional world: Games that reflect the everyday life of an influencer are particularly exciting and - in addition to fame, success and recognition - also make their constraints and the associated pressure tangible. Some games provide the first points of contact with the topic of training by presenting the advantages of various professions, such as the skilled trades. Young people slip into the role of different mechanics or learn about production processes.
However, there are many more topics, such as religion, art, geography, natural sciences, financial investments or social commitment; all in very different qualities for computers or mobile devices. These games enable children and young people to engage in active, situational and constructive behaviour. But does this also lead to the goal?
The games need a fixed framework
Let's note that serious games are low-threshold and can often be played for free. Nevertheless, it is not exactly a genre that children and young people would voluntarily put on their devices en masse. Nor is it the case that after playing such a game for an hour, you will suddenly have fully grasped a complex subject. But that can't be the aim either.
Rather, serious games are an excellent starting point for dealing with a specific topic. For this reason, they require a fixed framework, which is most likely to be found in schools and other educational institutions. In terms of content, they can be linked to a specific school subject, but they are also ideal for project days and weeks.
Serious games are ideal as an introduction to a specific topic, with more in-depth learning following later.
However, some educationalists consider this genre to be a pure sham. They believe that the content takes centre stage to such an extent that the fun falls by the wayside, as is the case with ordinary games. However, this is not the case if the framework is right and the aim and purpose of this genre is clearly explained to the pupils from the outset so that no one gets the idea of making a direct comparison with «Fifa» or «Fortnite».
Such games are even used in the family context to promote certain skills or emphasise values. Here too, the game is just the start, the more extensive discussion only begins in the joint reflection that will always be necessary at home and at school.
In my opinion, serious games are therefore an excellent building block in the everyday knowledge of children and young people.