Gaming in the Classroom
Gaming in the classroom is often written off as unimportant, simply play, or
even a waste of instructional time. However, after reading the article from
Edsurge on Classroom Gaming and some of the myths surrounding it, I am more
convinced than ever that using gaming correctly in the classroom is incredibly
engaging and beneficial for students. The key in deciding when or where to use
it is considering how the gaming will be used to enhance learning and to increase
student engagement.
When determining the appropriate use of gaming in the classroom, there
are many factors that need to be taken into consideration. First, the individual
needs of the students must be the most important thing to consider. In other
words, who are my students as learners, and how can I best meet them where
they are and encourage them to learn more? Understanding my students as
individuals when examining how gaming will be implemented in the classroom
is necessary in determining how to make gaming meaningful and relevant to
my students.
Next, considering what form of gaming will best help me meet the instructional
goals I am trying to achieve. Classroom gaming has been taking place long before
the introduction of technology in school. Spelling Bees, math games with cards
or dice, and reading challenges are just a few of the ways gaming has been used
prior to the availability of tech, and many of these uses still remain relevant today.
Fortunately, in today’s educational environment, many new tools are available to
our students through the use of technology. The goal however remains the same,
how can I use these gaming strategies to increase the likelihood my students will
achieve their learning goals?
Cost of gaming resources is another critical aspect to consider when choosing
a gaming method. While initial cost of non-tech games, cards, dice, pre-made
a gaming method. While initial cost of non-tech games, cards, dice, pre-made
games, etc. is something most teachers work into classroom supply budgets,
many tech options require a subscription fee for classroom use. Fortunately,
there are many quality programs available, sometimes with limited functionality,
for free online. I am also lucky enough to work in a district where my students
have access to personal devices, and district paid for game based learning
programs such as Reflex. Not only do these gaming opportunities help keep my
students engaged, they also provide me with valuable data about my students’
learning. The instant feedback students receive, and the information provided
to the teacher to guide instructional decisions make these tools a valuable tool
to use in my classroom.
Exploring new ways to use gaming in my classroom, and getting student feedback
about what games they find to be both fun and educational is something I plan to
continue doing in my classroom. Carefully considering how each gaming option
will best support my students’ learning will be vital in the decision making process
and in making gaming an engaging and growth centered activity for my students.
Classroom Gaming: What It Isn't, What It Is, and How To Do It Right - Edsurge News
Stephanie Chen - https://www.edsurge.com/news/2016-02-23-classroom-gaming-what-it-isn-t-what-it-is-and-how-to-do-it-right