Gaming in the Classroom
Gaming in the
Classroom
Gamification and gaming in the classroom are relatively
novel topics in education. Many believe that gaming in the classroom engages
and motivates learners, leading to student enjoyment and learning. However,
many are cautious about the content, context, and connection to standards and curriculum.
With little research and evidence in this area, teachers must be thorough when
investigating the use of games in the classroom.
In my opinion, when done right, gaming in the classroom benefits
all relevant stakeholders. Students are engaged and motivated, teachers have
the opportunity to collect data on student responses and performance, and
parents hear and see the excitement that their children have for school. In
addition, students may be able to use these games/websites at home for further
reinforcement.
Roblyer & Hughes (2019) highlight some of the challenges
associated with gaming in the classroom to be: focus on learning versus having
fun, correspondence between game goals and learning objectives, transfer of
learning, alignment with the curriculum and teaching practices, and classroom
barriers. It is important for educators to consider these concerns when
planning and implementing gaming in the classroom. Gaming is inappropriate in
the instructional setting if it is simply a task that students do when they
finish their work, or if it is not connected to state standards and school
curriculum.
In my experience, incorporating gaming into review activities
can be a fun and effective way to prepare students for an exam, or to celebrate
the end of a particular unit. It is important to allow your learning objective
to drive the search for the game. If you cannot find anything that matches the
standards or topics you covered, create a Jeopardy template, Kahoot, or Quizizz
with the material you are reviewing. You can even have students create these
games as a presentation of their knowledge and then students can collaborate by
interacting with each other’s games and providing classmates with feedback. Daily
(2019) suggests four steps to gamifying your classroom, including: setting up a
point system, inventing a storyline with avatars, handing out badges, and encouraging
teamwork.
References
Roblyer, M. D.,
& Hughes, J. E. (2019). Integrating educational technology into
teaching: transforming learning across disciplines (8th ed.). Pearson
Education, Inc.
Daily, J. (2019,
September 26). The best gamification apps and techniques for in your
classroom. BookWidgets Blog. https://www.bookwidgets.com/blog/2019/09/the-best-gamification-apps-and-techniques-for-in-your-classroom.
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