Gaming the the Classroom

 Gaming in 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.


 References

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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