Transcript: Gaming in the Classroom.
Benefits: Students are introduced to problem-solving lessons, collaborative learning, realistic and immersive environments. These learning games are also motivating, competitive, interactive, playful, achieving, and rewarding. These games are appealing, which makes learning more engaging and motivating. They also stimulate "empathy, attention, and tenacity" (Roblyer, M., & Hughes, J. 2019).
Challenges: Winning the game could be the focus instead of learning. Also, the goals of various games are not aligned with learning objectives. Another challenge is that students experience difficulty with transferring what they learned from the game to nongame situations. While many teachers are interested in using games for learning, they face the barriers of cost, access to these games, and the school receiving approval of these games for instructional use (Roblyer, M., & Hughes, J. 2019).
Strategies I would Use to Make Gaming Productive in the Classroom:
I would use games that portray meaningful challenges in areas that may be difficult to teach. I would also choose games that use problem-based learning, support directed instruction, and teach attention and perseverance.
When Gaming Would be Inappropriate in the Classroom:
Gaming would be inappropriate in the instructional setting if the game shows violence or combat, portrays stereotypes, and ignores girls and various cultures and races.
Reference:
Roblyer, M., & Hughes, J. (2019). Integrating educational technology into teaching, (8th ed.). New York, NY: Pearson.
Comments
Post a Comment