#CafeCrea with Begoña Gros: "the parents are not worried that the child plays but rather plays a lot of time and only does that"

I've been reviewing the video of the presentation of #CafeCrea in which he participated as a speaker Begoña Gros and in which he presented his vision of how to make an effective integration of digital games for learning. Begoña is a Doctor in Pedagogy from the University of Barcelona and a professor at the University of Barcelona. Since 2007 she is Vice-Rector for Research and Innovation at the Universidad Oberta de Catalunya.

From the long, extensive and complete talk I have extracted some ideas that in my opinion are interesting and that can help generate reflection. For example, Begoña explained that technology is not applied in early childhood education to play but use specific materials that children play in the classroom. And that, when technology is applied, with the most grown student, it is no longer used to play.

Begoña also emphasized how a Success between teachers and students using video games to learn math. Specifically games associated with the Spanish football league in which you can make the purchase / sale of players, access to graphics, interpretation of statistics, etc. they serve to work skills that we already commented here that will be essential to master in the future.

The talk talked about the challenge for teachers to include the game within the educational context as well as what materials to use. Begoña indicated that apparently teachers have a lot of respect for using tools such as video games in front of the class. And, it was explained, the teacher does not have to compete with the students, he has to be a facilitator and integrator of the educational context taking advantage of the opportunities offered by the game. And is that the training of teachers makes little or no emphasis on the use of technology and almost nothing on the use of video games. This is an exciting challenge for Spanish teaching that also has as a barrier the existing cuts in education. Even so, before this comment Begoña indicated that you would not have to look for excuses in the curriculum for children to learn.

Begoña also explained that the game implies the use of knowledge, the application of emotions by the implication in the achievements of the game and also the associated social development. These three ingredients: knowledge, emotions and social development, are put into practice every day in all the classrooms of Spain so that the use of the video game could be perfectly integrated.

It was also mentioned that the games are adapted for boys and girls. For them, the focus is on caring for animals, carrying out domestic activities and developing social skills and for them, speed, action and adventure are sought. In any case, the game allows you to learn to perform multiple tasks at once and as young people grow, the games also admit specialization with functionalities to develop skills of lawyers, journalists, rulers, etc.

And, as Antonio Ortiz says, the delivery of the prince of Asturias to Miyamoto (Nintendo video game specialist and referenced to exclude violence from his creations), the momentum that brands are making by the use of the use of applications for promote your product / service, the messages about the importance and economic relevance that the development industry has taken in Spain and especially because we parents learned in the 80s with video games in which we enjoyed the 8 bits, are catalysts for get you to lose fear of the use of the video game and its use for multiple functions and for several generations.

We thank IneveryCrea the contribution to the dissemination of knowledge with the initiative of #CafeCrea and we look forward to the next session that will surely be very important to explain to parents and teachers what are the most relevant aspects in the education of our children.