María Rubio de Gamestar (t): "video games represent a very powerful form of leisure and transmit cultural values"

In Peques and Más we will conduct an interview with María Rubio Méndez de Gamestar (t). María has a degree in Philosophy from the University of Valencia, with a Master's Degree in Teacher Training from the Complutense University of Madrid and an interuniversity Master's Degree in Logic and Philosophy of Science. The interests of his research focus on studies in Philosophy of technology and society, science, technology and gender and use of technology, especially videogames, as pedagogical innovation. María is vice president and member of Arsgames and is a researcher at Game Studies. He currently coordinates the Gamestar (t) project.

What is Gamestar (t)

Gamestar (t) is the education and videogames project of the Arsgames cultural association. The project began in 2010 thanks to the Creation Aids of Matadero (Madrid) and since then it has had multiple editions in which we have been introducing many things besides video games: robotics, artistic creation with electronic material, film workshops , introduction to programming for girls and boys, etc.

The objective of Gamestar (t) is to turn 21st-century girls and boys into authentic conscious creators, helping them to get out of the role of passive consumers of technologies. We try to introduce them to critical thinking by providing them with tools to decide for themselves and assess the consequences of large-scale technological consumption. We work values ​​such as environmental care, responsibility, recycling and reuse, teamwork, peer cooperation, etc.

The name of the project is written Gamestar (t) by decision of the little ones attending the first edition who wanted it to have the double meaning of starting (start) and star (star) in English. And so we have left.

What kind of workshops and what schedule do you have planned for the next school year?

In Gamestar (t) we do the most varied things: from videogame programming, the production of short films or robotics to artistic creation with scrapped electronic cacharreo, clay, wool, paintings, etc. We greatly value the potential of boys and girls, letting them be the ones who decide what they want to do, organize themselves to do it and carry it out.

This 2013/14 course we have planned activities and workshops for both children and families where we will work on critical digital literacy

In the Gamestar (t) workshops:

  • We will learn to program video games, robots and to produce movies.
  • We will start in the web creation: web pages, blogs, youtube channels, etc.
  • We will work on Internet security, especially in social networks and in the selection of information.
  • We will deal with topics such as the selection of video games that suit children, how to play with them and how to help them be aware of the consequences of the way they use their leisure time.
  • We will also work directly with teachers through our Gamestar (t) Academic courses, where we will teach them how to apply the Gamestar (t) methodology and critically introduce video games in the classroom.

What needs you have identified in the game and leisure of the kids so that you are encouraged to create GameStar (t)

Mainly what we have detected is a great lack of information when choosing and playing with video games. As cultural objects that are, video games represent a very powerful form of leisure that is transmitting cultural values ​​that must be analyzed and taken into account especially when it comes to children.

Video games are not harmful or harmful to children

That is why we consider that it is important to transmit the most basic knowledge to both small children and their closest relatives when facing a video game so that fun can go hand in hand with learning and critical thinking about of what is being done. Many families tell us about their fears and reservations about video game addiction or the dangers of violent video games, so we want to provide them with tools so they can feel safe while their children are in front of the console.

One of the issues that we place the most emphasis on is that video games are not harmful or harmful to children, but they help them learn many things and can help them develop many of their skills. Of course, we must remember that responsible consumption, critical attitude and knowledge are the best tools we can have to lose the fear of those objects so precious to children and that so unknown are for many daddies and mommy, video games.

Why focus on video games as a learning mechanism

In our case, video games are just one more element of learning. We firmly believe that learning takes place through discovery and that only by drawing our interests, needs and desires from ourselves and putting them into practice can we start to shake our minds and embark on the path to learning deep. Therefore, our methodology is based on critical pedagogies, on project work and experimentation with different elements of our environment, among them, of course, video games.

Responsible consumption, critical attitude and knowledge are the main tools we work at Gamestar (t)

With regard to the skills, knowledge and competences that develop video games, there is already a great scientific literature, such as research conducted by the University of Malaga for the CNICE. For example, this guide explains the concepts. However, what we want to put emphasis on is the methodology, how to use them both in a pedagogical space like Gamestar (t) and in conventional classrooms. Video games have specific characteristics that form the basis of their success among the youngest and these are the ones we must rescue for education. Using video games as a textbook would be used is an empty task that can lead us to a resounding failure or to delve into the new digital divide.

Thus, in Gamestar (t) we encourage fun, we extract and enhance the playful nature of learning and use video games as motivating elements as well as tools to develop skills or acquire knowledge. For example, in Gamestar (t) we carry out workshops to explain architecture, psychology, philosophy, art, etc. with video games where most of the time is spent on playing and reflecting on what is played following the guidance of a professional in the field.

How old are the children who attend your workshops?

The public of Gamestar (t) are girls and boys from seven years (although we have ever had children of six years). Some of the people who attend come from environments at risk of social exclusion since we started working from the first edition with boys and girls attending a Red Cross day center. Our headquarters are located in Legazpi (Madrid), so the girls and boys mostly come from the Arganzuela district, although more and more people come to the sessions from other areas of Madrid.

What profiles do the workshop monitors have?

The companions (we like to conceive ourselves as companions of learning) we are trained in different areas, but we have in common the interest in pedagogical innovation through technologies. Eurídice Cabañes and I come from Philosophy and we have specialized in Philosophy of Science and Technology, as well as in Pedagogy with video games, while Jesús González, meanwhile, is a professor in the Faculty of Pedagogy of the UNED, proceeds Audiovisual Communication and studies on creativity, learning and video games.

We currently have two new companions, Miguel Gómez and Malena F. Alzu, the first with a philosophical background and the second in Fine Arts, as well as Flavio Escribano, who was the promoter of the first edition of Gamestar (t) at Intermediae Matadero and that he is currently following the project very closely although he does not participate as a companion.

In addition to the usual companions, Gamestar (t) has passed several workshops that come to transmit their knowledge on different areas: art, psychology, architecture, programming, etc. The profiles of the companions can be seen on our page.

What tools are available to students in the workshops and where they come from

Gamestar (t) spaces are full of electronic caching, old CPUs to disassemble, robots, brushes, screwdrivers, video games and game consoles, computers, carpets where you can sit quietly to read or chat, clay, cardboards and endless other things. The material is acquired by the project, but we constantly receive donations from people who unselfishly bring us their pots, their paintings or their old computers. This year we have received numerous donations from NoloTiro or the Time Bank of Madrid, as well as family members of the little ones or friends who generously gave us computers, televisions and artistic material.

How can we help parents at home to reinforce what they learned in the workshop

One of the best things that can be done is to play with the little ones, even if it costs some effort at the beginning. Sit with them, choose videogames together, learn from them everything they have to teach us and teach them everything they don't know.

Raising questions (without going over!) And discussing what is being done is very important during the game. You can also attend the Gamestar workshops (t) Discover for families that we have every Sunday from 12:00 to 14:00 where we answer questions, play and learn a lot together. You can see a lot of information here.

Where is GameStar (t) located and how can we get in touch with you?

Gamestar (t) is based at 199 Ambassadors Street, on the first floor (next to the Legazpi Metro, in the Arganzuela district). You can contact us through our website or our email gamestar (t). Although it is best that you come to enjoy with us and meet us in person.

And so far the interview with María Rubio de Gamestar (t). We thank Maria and thank her for all the exploration and analysis work with videogames to extract the best abilities of the children, in addition to the fact that her work of dissemination and explanation is very interesting for parents so that we can approach videogames in a critical and responsible way.