Gaming in Education
Individual learners play a central
role in a technology-enhanced learning environment (Jonassen et al, 2008). The benefits
of gaming increases overall motivation within the classroom. Students are more
engaged and willing to participate in the lesson. They encourage one another
and they can get a bit competitive. At the end of my unit for history class, I
divide the students into two-three teams and they have to work together to find
the answer. The challenge of gaming is that students might not understand the
gaming process. For example, I played jeopardy as a review and it took some
students a little longer to get the concept, which annoyed those who did. Roblyer
& Hughes (2019) states that games may be inappropriate for children if they
are not designed with a respectful outlook.
Reference
Hughes, J.,
& Roblyer, M.D. (2019). Integrating Educational Technology into
Teaching: Transforming Learning Across Disciplines (8 ed.). New York City:
Pearson.
Jonassen, D.
(Ed.), Spector, M. (Ed.), Driscoll, M. (Ed.), Merrill, M. (Ed.), van
Merrienboer, J. (Ed.), Driscoll, M. (Ed.). (2008). Handbook of Research on
Educational Communications and Technology. New York: Routledge,
https://doi-org.ezproxy.liberty.edu/10.4324/9780203880869
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