VDB Wk 5: Gaming EDUC
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Utilizing gamification in the classroom has definite
advantages and disadvantages. Gaming can be used in many ways such as to connect
to prior knowledge at the beginning of a whole group lesson or facilitate group
review of a lesson or a whole unit of study. In these types of applications
gaming activities can be not just fun but motivating because students often
enjoy competing with each other. The nature of this collaborative application
also encourages interactivity and offers immediate feedback for correcting wrong
answers.
There
are challenges though to using gaming in the classroom. Not just any game is
going to necessarily be a good fit for a lesson. Roblyer and Hughes (2019)
remind us that the objectives or purposes of some games may not align with the
learning goals and objectives for our lessons. Also, it is always possible that
students may start to lose the purpose for which they are gaming and be more focused
on the competitive fun’ aspects as opposed to keeping the focus on learning
and be tempted to get too rowdy and out of control.
Personally,
in my classroom, I like to keep control of gaming activities by utilizing things
I know are going to be teacher-directed such as a Kahoot game. I recently used
this app to run through a 47-question unit review for my English 9 class. It was
a fun way to cover the material that will be on the unit test, fix any
misconceptions the students have about the material and expose my students to
test wording prior to the actual exam. This bolsters confidence in test-taking and eases testing anxiety. It also allows the students to practice test-taking
strategies.
Gaming
is probably not going to be appropriate for testing itself, or graded work,
particularly in the virtual school environment. Often internet connections are
interrupted, and students may make mistakes in responses that would be
difficult or impossible to change in that format rather than a traditional written
test. Additionally, gaming-based testing might be ill-advised due to the
possibility of programs being vulnerable to hacking for the purpose of cheating.
Resource
Roblyer & Hughes (2019) Integrating
educational technology into teaching. New York, NY: Pearson.
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