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Thursday, June 12, 2025

Gaming in the Classroom


 


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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