Gaming in Education - EDUC 630
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 wait time. Sometimes
this can be accomplished with a timer or having teams race against each other.
Gaming
has earned its place in the classroom, however, it is important for it to be
used as one of many instructional strategies.
By having several different games, the students have less of a chance to
become bored and loose engagement. Games
should also meet the academic needs of the students. If learning is not taking place, then another
instructional strategy should be used.
References
Roblyer,
M. D. & Hughes, J. E. (2019). Integrating educational technology into
teaching: Transforming learning across disciplines (8th ed.). Pearson.
Farber,
M. (2020, January 22). How to find games for classroom learning. Edutopia. https://www.edutopia.org/article/how-find-games-classroom-learning
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