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  • They encourage motivation: Lots of them have an attractive interface and navigation mode that allow stimulate different senses at the same time. 
  • They have a great interactivity, so the pupil is an active and participative subject while s/he uses it. 
  • They facilitate the attention to diversity: it allows to establish different learning rhythms and make easier to adapt the level of the contents according to each student necessities. 
  • They stimulate the reasoning and judgement capacity. 
  • They works multiple disciplines at the same time since, in just one videogame, we can develop different areas. 
  • They allow to use an evaluating system, which encourages healthy competition. 
  • They make the user be equal: people with physical characteristics that limits their participation in activities which demands certain preparation or certain physiognomy can enjoy, without suffering those “deficiencies”, in e-sports.






  • The overstimulation, the excess can cause nervousness and irritability. 
  • The isolation, videogames can cause the isolation of the gamer from his/her surroundings and make this person withdraw into him/herself because the feel the treatment with other people isn’t so gratifying, even more immediately. 
  • Modify the values, specially violent videogames can transmit values that we don’t want to transmit to our students.






  • Regulate the time of exposure to videogames. One hour, as maximum, per day and always when the homework or exams aren’t a big workload. In those periods, the use of videogames must be suspended. 
  • Get involved in videogames. It is good to play with the students, acting like this we minimize the isolating effect videogames can have, we know what they are playing with and we share our time with them (probably, the most important aspect). 
  • Play and control what type of videogames the students buy, which are their contents and if they are or not appropriate for them (all the videogames must have a label about their contents and the age of the kids who can play with them). 
  • Avoid isolation by encouraging the kids to play joints rounds and in events where the students interact with their fellows.








  • To offer an interesting initiative adapted to the students profile according to the IEP.
  • To educate in the responsible use of videogames.
  • To create links among students who belong to different groups and courses in order to encourage interpersonal relationships.
  • To encourage the active use of videogames and relationships among equals.
  • To offer motivational proposals which are close and new.
  • To give the students the opportunity of organizing work and playful activities paperwork groups.
  • To consolidate and create social relationships sharing leisure time among equals.
  • To offer the opportunity of participating in activities which doesn’t discriminate people for their physique.
  • To educate in healthy competition.
  • To develop work group.
  • To create the sense of belonging to the school doing activities which students feel close and motivating.