To date, in our country, the education that has been used the most has been traditional or transmission education, but like society, education has also evolved and this learning model has changed. On the one hand, mainly, because it does not generate interest in the subjects in the students and, on the other, since it does not allow students to develop their creative abilities.
Thus, the importance of promoting new learning strategies has been demonstrated, above all, all those that place the student at the center of their learning. Given this fact, transferring the mechanics of the game and applying it in the classroom is already the key that leads to better academic results.
Learning from games is one of the most common participatory techniques in the initial educational stages. Although it is true, as the educational journey progresses, as a general rule, this pedagogical methodology is no longer valued to a greater extent. Despite this, it is one of the most positive and favorable tools for the education of students, why is it important to implement these cooperative activities?
In the first place, turning games and projects into the origin of learning and applying them in the classroom reflects the importance of developing this educational methodology at all educational levels. In this way, on the one hand, students will be able to assimilate knowledge more easily, their skills will be favored and, on the other hand, the lack of motivation, as far as learning is concerned, will cease to be a problem when being involved in the projects.
Secondly, the skills of the students are enhanced, as well as their autonomy. Increasing, in this way, their level of determination. In addition, the dynamics of this educational modality encourages group work and with it, cooperation and coordination among students. This fact simulates one of the most similar situations that students will face once they have to face the real world.
With all this, without a doubt, it is necessary to have innovative, active and creative teachers, capable of transferring this mechanics of games to the context of learning through challenges, goals, steps and rewards.
For example, from Mirasur School, based on the concept of the revolutionary video game Among Us, with the aim of expressing the proactivity that should characterize teachers, it has been transferred to the aforementioned dynamic Physical Education classes. It has been implemented in a disruptive way, based on cards designed by the teachers themselves, in which both the roles of the crew and the impostors are collected. All of them based on Physical Education exercises or also on equality in sport.
Prepared by Carlos Castillo Professor of Physical Education at