Gaming can help bridge a student’s academic and social
worlds and can help enhance their learning experience (Hughes & Roblyer,
2023). However, care must be taken to
ensure that the game used in the classroom applies to the lesson being taught
and is not just being used for the sake of using a game.
Some of the benefits of gaming include making the lesson
accessible to all students- especially students with learning disabilities and
differing learning styles. Games can
help students understand difficult subjects.
They can provide motivation (i.e., competitions, badges, prizes) for
students to complete lessons/ levels (Mohammed et al., 2024).
Some of the challenges include finding games that enhance
the lessons and the learning experience.
Instructors must also be careful not to let the game replace teaching
and student interactions.
I only use one type of game in my classroom- Kahoot! I use
it as a way to review quizzes and tests.
The main purpose in most of my lessons is to teach students what
technology can benefit them in their academic career. I show them how to use apps and websites for
time management and study habits, to enhance their learning.
Gaming is inappropriate in the classroom when it does not
have a clear purpose or does not align with the lesson plan. It is also inappropriate when it reinforces
negative stereotypes or marginalizes certain groups within the classroom
(Hughes & Roblyer, 2023). Care must
be taken to ensure that the game used supports and enhances what is being
taught and does not reenforce biases.
Hughes, J. E., & Roblyer, M. D. (2023). Integrating
Educational Technology into teaching: Transforming learning across disciplines.
Pearson.
Mohammed, M., Fatemah, A., & Hassan, L. (2024). Effects
of Gamification on Motivations of Elementary School Students: An Action
Research Field Experiment. Simulation & Gaming, 55(4),
600-636. https://doi.org/10.1177/10468781241237389
(Original work published 2024)
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