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\\St App\Home\Teachers\Cichirinos\Technology Project 1
1.
Games
2.
Games are exciting…
3.
they’re challenging…..
4.
but most of
all they’re FUN
5.
More and more
games are being used for learning!
6.
Definition
According to Smaldino, “games are used as an activity in which a learner follows rules,
7.
Definition as they
strive to attain a challenging educational goal.”
8.
What are the
positives of using gaming in the classroom?What are the positives of using games……………
9.
Advantage # 1
Games can motivate learners.
10.
Advantage # 2
A learner can use problem solving skills to finish a game.
11.
Advantage # 3
When playing games, learners are engaged.
12.
Advantage # 4
Games can serve as a drill and practice strategy.
13.
Advantage #5
Games gain student attention to learn a specific topic.
14.
Advantage # 6
Games can be used with a whole class OR……
15.
Advantage # 6
with a small group or individually.
16.
But be very
cautious……
17.
Limitations of using
gaming Games can become too competitive.
18.
Limitations
Struggling learners may have difficulty participating.
19.
Limitations
Buying software games is expensive!
20.
If used properly,
games can be a great instructional tool
21.
Integration of games
in the classroom Puzzles are used to practice information that students need to learn in any content.
22.
Integration of games
in the classroom Teachers can buy or create bingo games for the whole class.
23.
Integration of games
in the classroom Flash cards created by either the teacher or student can be utilized as games.
24.
Integration of games
in the classroom Software games intended for a specific content area are a great way to incorporate games.
25.
Integration of games
in the classroom Teachers can create their own board games for a learning center.
26.
If utilized efficiently
games can lead to ………………..
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