Last Monday, Miss Mogio had the incredible opportunity to deliver a workshop at the University of Reading to a group of Academics from Kazakhstan on a topic that merges two worlds she is deeply passionate about: education and gaming. The focus of the workshop was on e-sports and the potential of play-based learning to transform education. The audience were eager to explore how this emerging field could enhance teaching and learning in their institutions.
The workshop ran for the entire morning, and while Miss Mogio presented in English, her words were seamlessly translated into Russian by a skilled interpreter. This ensured every participant could fully engage with the session—an invaluable reminder of the importance of cross-cultural communication in global education.
Miss Mogio began by introducing the audience to e-sports, a term that might initially seem synonymous with gaming for fun. However, e-sports is so much more than that. It represents organised, competitive video gaming, often played in teams, with millions of viewers tuning in to watch tournaments online and in person. E-sports is not just entertainment; it’s an industry generating more revenue than Hollywood and the music industry combined. This fascinating statistic left the audience visibly intrigued.
From there, she explored the educational possibilities of e-sports. Miss Mogio shared how structured gameplay can teach students essential skills such as teamwork, problem-solving, communication, and resilience. Unlike traditional lectures, games naturally engage learners, fostering an environment where trial, error, and adaptation are not only encouraged but celebrated.
One participant asked how e-sports fits within their own university settings. Miss Mogio suggested that the inclusion of e-sports in the curriculum—whether as part of sports, media studies, or even STEM—could spark interest in students who might otherwise disengage from traditional learning models.
Beyond e-sports, she discussed the broader concept of play-based learning. Using games—digital or otherwise—in education allows students to experiment, fail, and succeed in low-stakes environments, cultivating critical thinking and creativity. In e-sports, for example, a player might learn to adapt their strategy mid-game, a skill directly transferable to real-life problem-solving.
Throughout the morning, the enthusiasm from the Kazakhstani academics was infectious. They were curious about the balance between recreational gaming and its structured, educational applications. They wanted to know how play could be integrated into their university classrooms, and they shared their own challenges and insights while showing a great interest in VR headsets and their implementation in the classroom. It was a truly collaborative exchange.
What struck Miss Mogio most during the workshop was how universal the potential of play-based learning is. Whether in Kazakhstan or classrooms closer to home, the core principle is the same: engagement breeds learning. Games—and by extension, e-sports—create pathways for students to interact with content in a way that feels relevant and exciting.
As she reflected on the workshop afterward, Miss Mogio was inspired by the thought that e-sports could act as a bridge—not only between play and education but also between cultures and institutions. Engaging with academics from a different part of the world underscored how interconnected our educational challenges and opportunities truly are.
Robert Bradley, Head of Computer Science at the Senior School, commented “It is sometimes easy to dismiss the teachers at a school as mere teachers. This event highlights the level at which teachers in the Computing Department at The Abbey School are working. To be invited to present to a group of international educational academics and senior leaders at Reading University is not something every teacher is offered. Miss Mogio is an exceptional teacher whose skills are in demand both nationally and internationally. We are very lucky to have her teaching our students here.”
This experience has left Miss Mogio even more motivated to explore innovative ways to use games in education. Who knows? Perhaps one day, one of her students might take their love of gaming and turn it into a thriving career—whether as an e-sports player, an event organiser, or a game designer. The possibilities are endless, and it starts with understanding the power of play.