When
used properly, gaming can motivate, teach, and encourage students of all levels
to succeed or work harder. If you can
really implement gaming and use them to their fullest extent, you can motivate
poor performing students, or even help bright students ask important relevant
questions about their worlds.
I
do feel that gaming can and should be infused into every subjects lesson
planning, but as a professional you need to ask
“Is a computer game the right choice in this situation?”. I would first
start with thinking of the learners, their needs, or any disabilities they
have. It is important to know if your
students can draw inferences from experiential activities. One of the most important points is to make
sure you have a proper structure so students can stay on task.
After
doing some research online and with these websites, teachers are using games in
a number of ways and with great success.
Most teachers recommend playing the game first, using the exact
technology that students will be using to avoid any problems down the line
which will through the whole class out of whack. Working kinks out prior can be all the
difference when using something like a game.
Considering time can be crucial to how much they get out of this gaming
experience. Although some parts of some computer games can be completed in 40
minutes, it would be much more beneficial to use 3 or 4 40 minute classes. Spend the first time learning how to use the
game, the second just playing around with the game, and the third and fourth
playing the game with good instructional design. Educators should take outcomes into
account. Make sure that the games are
linked to state standards/common core, and be able to justify your teaching
methods to administrators before implementing.
4
important things to get right when using gaming in the classroom
It has to work right and well. Technical problems are
disastrous in games in education. Short classes and limited technical support
make technical problems a serious issue.
It has to be fun. It doesn’t get boring. A guiding mantra
should be “if it’s not fun, why do it?”. This is why we always think
about the game first and then educational potential.
It has to be challenging at different levels of abilities.
Some students are naturally interested in technology and games, others are
not. As much as something which is very difficult can cause
problems, so can something which is very easy. Levels of difficulty help
alleviate this situation.
The
game needs to be accessible for different types of players. There should be
something in the game for everyone.
I like your critical analysis in using gaming to enhance content learning. Great job! :D
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