Should Schools Teach Gaming?
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When 89% of a population plays games and two-thirds are under 35, that's not a problem to solve - it's a medium to embrace. Today we explore a fascinating partnership between Stanford University's Human Perception Lab and Saudi Arabia's Crown Prince School, where gaming isn't just motivation - it's pedagogy. Dr. Khizer Khaderi (Stanford University) & Dr. Steffen Sommer (Misk Schools, Saudi Arabia) challenge everything we think we know about digital natives, revealing how we're systematically "un-teaching" natural curiosity and forcing students to live in two worlds: digital at home, analogue at school. From Pokemon champions attending Ivy League universities to students learning astrophysics through gameplay, this conversation reveals why the future of education lies not in dragging students back to the 20th century, but in meeting them where they already are.
Key Topics Discussed
The Gaming Revolution in Education
Saudi Arabia's unique demographic: 89% of population plays games, 70% under 35
Moving from "gamification" (tricking students) to "gaming for purpose"
Why gaming should be treated as sport, not just entertainment
Meeting Students Where They Are
The fundamental disconnect: teaching how we think they should learn vs. how they want to learn
Why motivation problems stem from this educational misalignment
The danger of forcing students to live in two worlds: digital at home, analogue at school
Rethinking Traditional Curriculum
What should we stop teaching if students can look it up in seconds?
The difference between memorising times tables and understanding mathematics
Why handwriting skills matter less in a digital world
Moving from knowledge acquisition to information verification skills
Innovation and Divergent Thinking
How we systematically "un-teach" natural curiosity
The importance of making mistakes and asking "what if?"
Cross-pollination and generalist thinking in a specialised world
Academic innocence: why younger minds generate breakthrough ideas
Practical Implementation
Creating gaming suites with educational purpose
Forming partnerships with universities beyond just university admission
Working with examination boards to change assessment methods
The role of interdisciplinary teaching and teamwork in exams
Resources Mentioned
Book: "Range: Why Generalists Triumph in a Specialized World" by David Epstein
Historical Educational Games: Oregon Trail, MULE
Research: Daphne Bavelier's work on gaming and learning (University of Rochester, 2003)
Stanford Human Perception Laboratory: Stanford HPL
Misk Schools: Misk Schools Website
Episode Partner
The International Curriculum Association: Learn more
Thank you for tuning in, and as always, if you found this episode useful, please share your experience. You can find me online on LinkedIn and Bluesky. My email address is shane@shaneleaning.com.