Gaming the the Classroom
Gaming in the Classroom
Gaming
has become immensely popular in elementary schools. My students get excited
when they have time to game which makes learning more engaging. Students want
learning experiences that are academically stimulating while still retaining a
certain level of entertainment value (Kadoun, 2015). Jeopardy, Khan Academy, Mega
Math, and Clever are incorporated into my weekly lessons. Escape Rooms have
been created for my gifted students. Gaming allows students to be creative, practice
problem-solving, and build social skills.
There
are some classroom challenges when it comes to gaming. There has been a
negative perception from teachers and administrators, lack of proper
technology, costly, alignment to standards, and shorter class periods (Roblyer
& Hughes, 2019). To keep searching safe, our parents and students must sign
a technology contract. I also use Safe YouTube, so inappropriate ads do not
show up on my SmartBoard. Gaming options are available during math and reading
time that is aligned to the weekly skills.
Gaming
gives me the opportunity to quickly assess my students. I can give timely
feedback, know who needs extra support, and who will benefit from enrichment
activities. Technology is a great tool for teachers, however, when gaming is
incorporated into a lesson it must be intentional and align to your standards.
Kadoun, D.
(2019, June). Academic gaming in the classroom.
http://teachingonpurpose.org/wp-content/uploads/2015/06/Kadoun-D.-2015.-Academic-Gaming-in-the-Classroom.pdf.
Roblyer,
M. D., & Hughes, J. E. (2019). Integrating educational technology into
teaching: transforming learning across disciplines. Pearson Education, Inc.
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