The document discusses using games as an instructional strategy in the classroom. It notes that games provide a competitive environment where students follow rules to achieve educational goals. Games can be highly motivating for both individual and group learning, and help students develop problem-solving and mastery skills. While games engage students and match learning to outcomes, limitations include ensuring competition does not override learning and addressing different ability levels. The document provides examples of games like puzzles, business simulations, and Jeopardy that can be used and notes students are already familiar with games, so bringing them into the classroom makes sense. Teachers have resources for gaming like online and board games.
2. What is Gaming in the Classroom? According to Smaldino, Lowther, and Russell (2008), “Gaming provides a competitive environment in which learners follow prescribed rules as they strive to attain a challenging educational goal,” (p. 30).
3. A Few Aspects of Gaming Highly motivating 1 player or multiplayer learning environment Younger or older learners Uses problem-solving skills, solution finding, and demonstrates mastery
4. Advantages vs. Limitations Advantages: Limitations: Engaging: Student are quickly engaged Match to outcomes: Simplification allows matched learning outcomes Variety of settings: individual to group Gain attention: to learn a specific topic Competition concerns: do not want competition to override learning Levels of difficulty: depends on students’ abilities Expense: some games can be expensive Misdirection of intention: Interest in winning may overtake interest in learning
5. Bring it to the Classroom Puzzles/Brain teasers: Crossword: learning spelling or specific topics Sudoku: learning math Mahjong: recollection skills Business Games Mythical business company for older students Practice buying/selling at a grocery store for younger students Jeopardy: learning specific topics
6. The Final Outcome Students are surrounded by games outside of the classroom, so it would only make sense to bring games into the classroom. Students want to achieve success and so they want to repeatedly play a game, develop an understanding, and ultimately succeed.
7. Gaming Resources Teachers have many resources available to them for gaming: PC games such as “Brain Games” Board games Freeonlinegames.com Their own mind; ie. Make up your own game
8. References Smaldino, S. E., Lowther, D. L., & Russell, J. D. (2008). Instructional technology and media for learning (9th ed.). Upper Saddle River, NJ: Pearson Education, Inc.