The Community of Flanders has commissioned the development of a toolbox for their integration.
By Marcos Yasif / Updated November 20, 2020, 1:25 PM 2 comments
Little by little, video games are making a dent in European education systems. If a few months ago we celebrated the inclusion as recommended reading of This War of Mine in Poland, now we find the decision of the Ministry of Education and Training of Community of Flanders, Belgium, to control the development of Game.Learn.Grow. toolbox, a toolbox created with the aim of better integrating these applications into primary and secondary classes.
More specifically, this development is intended as a practical guide for teachers of these two levels of education with more than 30 activities for different ages. These, for example, include the ability to allow students to tour Ancient Greece with Assassin’s Creed: Discovery Tour, rebuild their school through Minecraft Education, and more. Its managers guarantee a great deal of information on each of these actions, thus seeking to avoid possible technological obstacles for educators.
“We hope that these tools will lead to an ever-expanding content database capable of demonstrating that video games have come to the classroom to stay there,” says David Verbruggen, industry spokesperson for Flanders.
Since ISFE, the independent federation that represents the interests of the video game industry in Europe, is excited by the news to see, recalling how access to the industry facilitates student participation and learning, strengthens the work of team and improves agility when solving problems.
Several studies support the didactic value of video games, for example to improve working memory or stimulate user creativity, which is why it is to be expected that new regions and countries in Europe and other parts of the globe are added. . Other reports have also found positive applications in the industry to help the well-being of the little ones in every household.
Find out more: Education and video games and Belgium.