Checkpoint’s SEGA Partnership Could Change How Schools Teach Students

Brunel University published a study in conjunction with Checkpoint. This study shows evidence that video games could assist teaching the majority of primary students.

Using lesson plans provided by Checkpoint, the study showed that both teachers and students thought that incorporating gaming culture into the classroom increased both their ability to retain the information after the lesson, as well as their engagement during the lesson.

The focus of the study was aimed at evaluating how effective game-based lesson content is in enhancing children’s engagement with education. They interviewed both students and teachers to understand their impression of the lessons. 

Checkpoint’s founder and editor-in-chief Tamer Asfahani said that Checkpoint “approached the educational experts at Brunel University London to design an independent study to evaluate the extent to which key stage 2 children engaged with [their] learning materials.”

The study was led by Brunel’s by Professor Kate Hoskins, Professor Mike Watts, and Dr Asma Lebbakhar from Brunel University London, and by Tamer Asfahani and Chris Winson-Longley from Checkpoint.  They worked with five teachers at four London schools to trial learning materials for a science lesson. The aim of the lesson was for the students – aged seven to eleven – to learn how animals are classified into different species and groups based on various characteristics, and to practice doing this themselves. However, instead of categorizing normal animals, the students were tasked with organizing Sonic and his fellow SEGA characters into the correct groups.

Checkpoint Kids is a branch of Checkpoint Magazine, and works in partnership with schools to create engaging lesson plans based on video games and gaming culture.

Source: Checkpoint

Featured Image: Nintendo


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