Should Schools Teach Gaming?

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.

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The Hidden Science of Human Values