The following future learning opportunities are readily available in a range of games and game formats:
Games offer a ‘testing ground’, where different skills, approaches and risks can be evaluated to build an awareness of consequences, without experiencing the ‘actual’ consequences.
Sims 3 and Sony’s Free Realms can be criticised for pushing players to become model consumers, constantly tied-up in getting the next promotion or level-up to buy an even bigger house. (The first of the Sims 3 add-ons is shown below). At the same time, both games offer valuable skills. For example, trying out the demands of childcare in Sims 3 is an inexpensive way to get a basic idea of what’s involved in parenting. While Free Realms offers the considerable benefit of allowing kids to chat and co-operate in a moderated environment. An expense that non-commercial providers would find hard to sustain.
The Sims 3: World Adventures Expansion Pack
Games can promote collaboration and social interaction, which assists in developing new ideas and understanding through collaboratively constructing knowledge and understanding.
The boardgame Talisman is a good example of a very basic roleplaying game where players often concentrate on completing ‘the quest’ instead of fighting against each other. Players have the choice of fighting each other but success is largely dependent on ‘beating’ the game. There’s not a lot of collaboration ‘in game’ but Talisman is well-suited to showing how to collaborate ‘at the table’, because everyone’s turn comes round quickly. Please note that Talisman comes in several editions. The 4th has the advantage of a number of add-on packs, which can extend the life of the game.

With four out of five kids in Western economies playing videogames the impact of gaming on learning is already likely to be significant. The use of games for product placement, military recruitment and brand growth indicate that commercial and political interests see games as a highly persuasive medium. As a result, children should, perhaps, learn how to interpret and understand what a game is ‘delivering’ during play, whether it’s consumerism or compassion.
A new twist to Monopoly offers an example of the kind of decisions to be made when choosing which games to give to kids. Monopoly has always been shamelessly exploitative but the latest version involves deliberately sabotaging others’ efforts during play. This sounds neither fun nor worthwhile to us, so we’ll posted a link to an add-on to Talisman that extends play and is plenty of fun.






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