Gaming Discussion:




What benefits and or challenges are associated with gaming in the classroom?


Computer Based learning is how computer programs are used as a toll to deliver learning material (Roblyer & Hughes 2018).


Game-based learning is used to accomplish a specific learning outcome. Game-based learning is considered an effective way to bring about behavioral changes since learners learn by doing and up-skilling themselves (Hurix Digital, 2021).


Gaming can be constructive in the classroom. Various games have been created with the intention to decrease language barriers and increase learning in second language learners, increase social skills, and intensify problem-solving skills. Gaming can improve productivity and critical thinking, but we should not discount the skill of being able to research a particular subject. Research develops attention to detail, time management, and problem-solving skills. 




Do you have any strategies that you use to make gaming productive? 


Gaming in my classroom includes Kahoot and PearDeck games that are created by myself. These games generally are for assessment purposes. I have recently used them specifically for vocabulary and the feedback has been positive and exciting from the students.  



When is gaming inappropriate in the instructional setting?


Gaming can be appropriate in the classroom as long as the teacher is responsible for ensuring students are on task and participating. 





References:


Roblyer, M. D., & Hughes, J. E. (2018). Integrating Educational Technology into Teaching : Transforming Learning Across Disciplines (Eighth Edi). Newyork: Pearson Education Inc.


What's the difference between game-based learning and Gamification? Hurix Digital. (2021, November 23) https://www.hurix.com/difference-between-game-based-learning-and-gamification/

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