Gaming in the classroom


                                     https://youtube.com/shorts/Q8jj9OXOnaA?si=6ubQi4D382s7rRGi 

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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