Learning & Becoming / Insight 02

Games are perceived as places to learn skills.

The conclusion

What the evidence supports

Children report creative skill-building in games and use walkthroughs to learn progress and strategy.

  • Children describe creative and problem-solving skills in creation games, while walkthrough viewing supplies tips and strategies for game progress.
  • A direct child survey and longitudinal media cases provide two distinct forms of perceived game-related learning, not assessed skill transfer.
  • Scope: Varies by supporting evidence; Varies by supporting evidence.

Lead evidence

Children identified creativity and problem-solving as skills learned through Roblox and Minecraft, and at least seven in ten wanted curriculum subjects taught there.

Measures children naming creativity and problem-solving as learned skills and wanting curriculum inside creation games.

Trace the claim

Evidence ledger

findingWalton Family Foundation / Bodacious

Children identified creativity and problem-solving as skills learned through Roblox and Minecraft, and at least seven in ten wanted curriculum subjects taught there.

Population Children ages 5 to 13; 5-13; United States; The public report does not report a fieldwork window; treat it as an undated survey of 5- to 13-year-olds plus qualitative interviews. snapshot..

Methodology Survey of 5- to 13-year-olds plus qualitative interviews.

Limitations Findings center on creation-gaming contexts and should not be generalized to every game.

Locator Key Findings section, skills and formal education findings.

findingOfcom

Younger children continued to watch games and challenge-based content on YouTube, with some boys especially enjoying walkthroughs that demonstrate progress, tips, and strategies.

Population Children and young people in the panel; Varies by panel; United Kingdom; The public report does not report a fieldwork window; treat it as an undated longitudinal qualitative media diaries and interviews. snapshot..

Methodology Longitudinal qualitative media diaries and interviews.

Limitations Qualitative panel findings illuminate routines but do not estimate prevalence.

Locator Summary report, video-content findings section and footnote 25 on game walkthroughs.

Pressure test

Nuance and counterpoint

Perceived learning and tutorial use are not skills assessments, and access to constructive modes, mentors, and time is uneven.

Connected context

Related culture shapers and spaces

Responsible action

Agency implication

Set an open-ended challenge and make the learned technique visible after the child builds or follows a strategy.

Open the Reach Them strategy