Video games have conflicts, challenges and opposition and provide us with entertainment and pleasure. But the profit is in the rules that organise, structure and demand discipline and in the short goals that encourage us. Other benefit is that they teach us to take risks and to evaluate several situations. They allow children to do things at their own pace and the videogame award has to be reinforced by us. They permit us to learn from our actions through lots of trials. Video games have awards which are to pass to the next level and they even permit us to share experiences with others creating a cooperative atmosphere that can be linked to social nets. And if they are able to play with our emotions the experiences lived will be remembered. This is what from my point of view, is the most important thing we have to copy from videogames. The unreal world in which they are learning through playing that makes them feel different and that attracts and motivates them. This engaging atmosphere has to be copied in the classroom and teachers have to hide the goals of the exercises in favour of this magic place.
The idea of multiple attentions is getting bigger and this is something that makes our pupils different from the previous generations. The case was studied with two groups of kids. The first group was watching a movie, while the second group was playing a video game in front of another screen where the same movie was being played. The result was that both groups could tell us about the movie.
The 10 best tools: A video with tools to be used in the classroom (Spanish)
Digital Bloom's Taxonomy: Stages to acquire digital competence