Performance evaluation
In the contemporary educational landscape, we are witnessing a frustrating paradox: classrooms are full of students who are hyper-competent in hard skills (formulas, notions, digital skills), but dramaticallyunprepared on an emotional, relational, and adaptive level.
Faced with this gap, schools often continue to offer, with an almost masochistic approach, traditional lectures.
The result?
Performance anxiety, stress, and disinterest.
To break this vicious cycle, school psychology and some companies specializing in the Edugaming sector (e.g., PA360 Training on skills) are increasingly looking at a disruptive tool: serious games.
We're not talking about a mere pastime to combat boredom in the classroom, but interactive simulations strategically designed to convey complex learning through animmersive, multisensory , and effective experience on both a cognitive and emotional level.
Soft Skills are lived
Soft skills such as empathy, problem solving, stress management, or critical thinking are skills and abilities that cannot be simply memorized in a textbook or taught in a classroom setting.
International education data and frameworks speak clearly: in the 21st century, soft skills represent a better predictor of academic and professional success than the classic Intelligence Quotient (IQ).
The limitation of traditional teaching lies precisely in the failure to engage adolescents emotionally.
Training games overcome this obstacle by relying on the psychological principle of experiential learning.

Conclusions
Enabling training games in high schools doesn't mean devaluing teaching. Quite the opposite. Instead, it means enhancing it with the technological tools we have available today.
As clinical and organizational psychology has already widely understood , serious games map real behaviors in a much more truthful and predictive way than any written test!
For today's kids, stopping passively undergoing a lecture and becoming active participants in a simulation is a real, intelligent, and pragmatic way to transform theory into life skills.
Bibliographic References
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
World Economic Forum. (2016). New vision for education: Fostering social and emotional learning through technology. World Economic Forum. https://www3.weforum.org/docs/WEF_New_Vision_for_Education.pdf
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265.