Skip to main content

Video discussion 2: Gaming

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_PandemicLinks to an external site. 

Hughes, J. E., & Roblyer, M. D. (2022). Integrating Educational Technology into Teaching (9th ed.). Pearson Education (US). https://mbsdirect.vitalsource.com/books/9780137544622Links to an external site. 


Written Response to Classmates:

Samantha Beardon
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.
As a foreign language teacher, I use games in my classroom to increase fluency, communication, material retention, and vocabulary application
to new situations, so when I plan a lesson, I try to use games throughout the unit. Whether online review games, web quests, physical movement
games, or AI conversations in a foreign language, all of these activities have clear goals, rules, and objectives that promote student engagement,
collaboration, and understanding of the language.


Heather Thompson
I also agree that games are a great way to cover content and reinforce classroom instruction. For example, instead of using worksheets to review
material, playing Blooket or Gimkit games allows teachers to assign interactive drills, practice, and repetition exercises and promotes friendly
competition, active participation, communication, and student collaboration. Creating games that, besides providing students with rewards and points,
use scaffolding instructions such as quests or multilevel scenarios that require them to create, try, and test new innovative solutions to keep progress
in the game will help transform how students interact and develop a deeper knowledge of the material.

Comments