Technology is becoming a key element in the transformation of education thanks to the Multiple learning opportunities offered. And it is that, due to the interest they arouse, new technologies become an ally to adapt to children and adolescents. For this reason, drawing on and exploiting the formats that new generations use for fun, such as video games, and bringing them into the classroom will allow us to get closer to their way of relating, acting , think and learn. Indeed, according to a recent Journal of the American Medical Association studyvideo games “enhance cognitive abilities that involve response inhibition, memory, and motor skills.”
In this context where new technologies have already naturally integrated into the educational ecosystem with a strong global commitment to the sector EdTech (technology applied to education), it is found ‘BookyPets’. The first transmedia project, framed in this sector, consisting of a video game and a book, ‘Tales of Imaginatios: BookyPets Rescue
Immersive experience and immediate positive reinforcement
Teachers agree on the need to ensure that reading becomes an attractive leisure alternative for the little ones. And thus attempt to reverse the data of the decline in the habit of traditional reading in children from the age of 9, according to the Ministry of Education report.
From their experience and work in the development of video games, the BookyPets team has detected that technology applied to education is reaching a more immersive experience. Well, the digital environment promotes self-management, problem solving and a particular proactivity on the part of the child. Likewise, it increases motivation thanks to its audiovisual and interactive component and offers a positive reinforcement as an immediate response.
In this sense, BookyPets, It promotes comprehension, improves reading skills and contributes to the expansion of vocabulary and the development of emotional intelligence skills related to entrepreneurship. Benefits also revealed by the study carried out in pilot tests in educational centers
- The video game generated average reading scores in children over 8 minutes per day. More than 60% have accumulated more than 2,500 words read per day.
- Reading comprehension improvements (more than 90%).
- 60 new words on average in 15 days. the acquisition of new vocabulary.
- Moreover, 86% of them consider that reading with BookyPets is funny.
- 95% appreciate the variety of readings. More than 3,500 works for children 100% bilingual (Spanish and English), from classic tales, fables, legends or sayings and consecrated and contemporary authors Literature for children and young people.
Moreover, promotes reading in the school environment, with an exclusive space for teachers where they can check the progress of each child. The creation of groups, in which children and adolescents can cooperate and compare their progress.
For its part, Alex Mahave, Founder and CEO,
GameReading, its own methodology to generate the reading habit
And multidisciplinary team composed of educators, psychologists, emotional intelligence experts, video game designers, publishers and children’s authors, participated in the creation of the project. As well as the development of its clean, unique and disruptive methodology.
The GamePlay is framed in the game-based learning (Game-Based Learning) -a global movement in the current educational landscape-. It is characterized by helping the creation of habits through the generation of repeated audiovisual impacts. Likewise, it stands out for promoting children’s imagination with the constant search for solutions, reducing their fear of making mistakes. And also, boost their confidence and motivate them with a host of special prizes and recognition.