Video Discussion: Gaming
There are several benefits associated with gaming in the classroom. “Classroom gaming is a promising teaching and learning strategy that has been shown to facilitate engagement and meaningful learning” (Ignacio &Chen, 2020, p.1). Benefits include student engagement and motivation, active learning, and personalized learning. Gaming in the classroom can provide an interactive and immersive learning experience for students, this motivates them to participate, engage, and be active in their learning. Many game based learning activities are adaptive and can meet the specific needs of each student.
Implementing gaming in the classroom requires access to technology that some schools don’t have, which can be the first of many challenges. Other challenges include time and classroom management when using the technology, and technical issues.
Strategies that I use in my classroom to make gaming productive is starting by choosing educational games that allow me to clearly define the learning objectives that I want students to achieve. “In order to achieve successful integration of games in the educational process, teachers need a link between pedagogical approaches and entertainment” (Videnovik et al., 2020, p. 1). I also set clear expectations and boundaries with my students. Gaming may be inappropriate in the classroom if it lacks educational value, if it’s over used, and if it is not age appropriate.
References:
Ignacio, J., & Chen, H. (2020). The use of web-based classroom gaming to facilitate cognitive integration in undergraduate nursing students: A mixed methods study. Nurse Education in Practice, 46, 102820-102820. https://doi.org/10.1016/j.nepr.2020.102820
Videnovik, M., Trajkovik, V., Kiønig, L. V., & Vold, T. (2020). Increasing quality of learning experience using augmented reality educational games. Multimedia Tools and Applications, 79(33-34), 23861-23885. https://doi.org/10.1007/s11042-020-09046-7
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