Farber suggests “for young people to be truly media literate, we, as educators, need to contextualize how and why games function and how they can be transformational to learning” (2020, para. 14). Gaming in the classroom has become more popular as technology in the hands of students has increased. Roblyer and Hughes (2019) have noted that benefits of using games in education can increase student motivation, give instant feedback, and reward students for their achievement (p. 179). Some of the challenges with utilizing educational games in the classroom is having the money to have the necessary equipment for the games and the “school’s emphasis on standardized test results” (Roblyer and Hughes, 2019, p. 181). In order to make gaming productive in the classroom, the smaller the group sizes, the better individual involvement from kids. Students should be actively engaged in learning. In games where taking turns is required, it is best to limit wa...