Gaming in the classroom
https://youtube.com/shorts/
Gaming Video Discussion Board
Hello everyone, this is Lawrence McCorvey, and I’ll
be talking about gaming today. Because of that I have my gaming hoodie on for
all my students who are gamers. I will answer a couple questions for you today.
First question: What benefits and challenges are associated with gaming in the
classroom? Hughes & Roblyer tell us that gaming can help students learn in
a collaborative way. Haney also tells us that gaming can help facilitate
critical thinking and decision-making. I agree with both of those. Next
question: Do you have any strategies that you use to make gaming productive? I
use gaming for review purposes in my classroom for assessments. It provides
student engagement, breaks up the monotony, and provides great student
interaction and collaborative learning. Last question: When is gaming
inappropriate in the instructional setting? Well, it’s inappropriate when it
becomes a distraction from learning. Gaming is fun and great when you have buy
in from the students and its focused on what you’re learning, but it becomes a
distraction when the gaming takes over and there is no learning involved and it’s
just students having fun. That’s when gaming is inappropriate. Other than that,
as long as you can implement it in teaching, helping students learn, and
helping them collaborate, increase their critical thinking and quick
decision-making, gaming is excellent and an excellent added advantage.
References
Hainey, T., Connolly, T. M., Boyle, E. A., Wilson,
A., & Razak, A. (2016). A systematic
literature review of games-based learning empirical evidence in primary
education. Computers & Education, 102, 202-223.
Hughes, J. &
Roblyer, M. (2023). Integrating educational
technology into teaching, (9th ed.) New York, NY: Pearson.
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