Games train mainly the skills they directly require, such as running, throwing, balance and counting, and evidence that practising a game improves unrelated abilities like planning or leadership is weak. Use games to keep bodies fit and to rehearse simple, specific skills, and teach the skills you really need, such as planning and resource management, directly. Do not claim that chess makes someone a better farm manager.

Which skills games honestly build, which claimed benefits lack support, and how to design games that practise something you need.

Skills Transfer Narrowly

The parent article says tag builds fitness and evasion, strategy games build planning and resource management, ball games build coordination and strength contests build conditioning. The first and last of those are direct: running games make you fitter at running. The middle ones need care.

Research on whether practising one skill improves others (called “far transfer”) has generally found small or no effects in better-controlled studies. For chess, a combined analysis found small benefits for school maths in studies of weaker design (Sala and Gobet, around 2016; recalled, verify). Do not rely on a strategy game to train planning for real work.

What games can do honestly:

Game typeWhat it directly trains
Chase games, relaysRunning speed, stamina, quick turns
Throwing and catching gamesHand-eye coordination, throwing accuracy
Tug of war, carriesGrip and muscular endurance
Dice and counting gamesMental arithmetic, a feel for chance
Board gamesLearning rules, patience, working out consequences within the game
Team gamesPractice at communicating and cooperating in the game

Design The Game Around The Skill

If a skill matters, make the game’s own mechanics the skill. A throwing game scored by accuracy builds throwing. A relay that moves empty buckets builds a habit of passing and pace. A counting dice game builds counting. Do not hide a drill inside a game whose reward is unrelated to the skill and hope it carries over.

Count the lesson, not the claim. Dice games teach chance in a way textbooks cannot: in a 60-roll game a fair die commonly shows one face as low as 5 times or as high as 15, and about one fair die in four shows some face outside that range (see Making Dice from Bone or Wood). That is a direct lesson in how much randomness to expect.

What You Need

  • A named skill goal for each game you choose
  • A way to see progress, such as times in a race or hits in a throwing game
  • Variety, so different people have a chance to be good at something

Method: Using Games To Build Skills

Step 1: Name the skill the game requires.

Step 2: Check the match. Does winning require that skill, or something else?

Step 3: Make it a game anyway. Scoring and light competition keep people practising.

Step 4: Keep real teaching separate. Teach farming, medicine and tools directly; see Teaching Methods.

Common Mistakes

  • Claiming a game trains a skill it doesn’t. It sets the wrong expectation.
  • Making a drill dull and calling it a game. People see through it.
  • Over-competitive scoring. It reduces play and increases injuries.

What’s Next