Transcript:
Our students live in a digital era, and to prepare them to become productive members of a fast-growing workforce, we need to teach and reinforce skills like creativity, critical thinking, collaboration, and effective communication. Introducing gaming in the curriculum gives educators "role-play, puzzle, problem-solving, action, drill, and practice" strategies to engage students in content (Hughes & Roblyer, 2022, p.159).
Some of the challenges that educators need to overcome when introducing gaming are ensuring that students can access different levels based on skills, use creativity to solve problems, have challenging activities that are achievable, and are given choices based on their decisions while they have productive interaction with partners (Alzahrani & Alhalafawy, 2022)
in my classroom, I use review games at the end of each unit on individual and group modes so students can practice vocabulary words and escape rooms so they can apply the material learned to different scenarios.
I think gaming is a valuable resource in every classroom because having students participate in collaborative games, discuss and create strategies based on choices, and learn about real-life concepts by experimenting in safe gaming environments helps with engagement and promotes meaningful learning. However, the key is ensuring that gaming encourages safe exploration, trial and error, collaboration, and content mastery while students are progressing in the game and gaining rewards.
Resources:
Alzahrani, F., & Alhalafawy, W. (2022). Benefits and challenges of using gamification across distance learning platforms at higher education: A systematic review of research studies published during the COVID-19 pandemic . Journal of Positive School Psychology , 6(10), 1948–1977. https://doi.org/https://www.researchgate.net/publication/364971638_Benefits_And_Challenges_Of_Using_Gamification_Across_Distance_Learning_Platforms_At_Higher_Education_A_Systematic_Review_Of_Research_Studies_Published_During_The_COVID-19_Pandemic
Hughes, J. E., & Roblyer, M. D. (2022). Integrating Educational Technology into Teaching (9th ed.). Pearson Education (US). https://mbsdirect.vitalsource.com/books/9780137544622
Written Response to Classmates:
As you said, I also agree that games in classrooms need to be "concise and effective" and need to help students connect to the course standards.
I also agree that games are a great way to cover content and reinforce classroom instruction. For example, instead of using worksheets to review
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