Gaming
is a very dynamic way of teaching. It
promotes the development of skills and competencies in students as they
participate in gaming activities. Li (2020) states that game-based learning is
the integration of gaming elements in education to achieve defined academic
outcomes.
The
benefits of Game-based learning are that it enhances engagement, motivation,
and more achievement in games than in the real world. Li (2020) states gaming
in the classroom enhances interest in the subject areas, increases cognitive
loads, and reduces extraneous cognitive loads. It also helps to promote
students’ higher-order thinking skills. In Math, gaming can be used to help
students solve math problems more effectively and quickly. Many Math games are being used in the
classroom to make learning fun. It helps
students build on their math skills and have confidence as independent
thinkers. There are educational games such as Kahoot, Jeopardy, and Scavenger
Hunt. Some game-based learning provides instant
feedback so students can see where they are progressing in that subject area.
Teachers also can see areas where students are weak so that they can reteach
that subject.
The
challenges however are students might not take the game seriously as a learning
tool. Southgate et.al state that a serious
game is a game for learning with a primary focus, although it is sometimes
widened to include the acquisition of skills and changes in behavior. Another
challenge is that games take time to learn, and technical support might be
needed.
The
strategies I would employ to make gaming productive are first, to complement
the gaming features and the instructional content. Next, game-based learning
must be aligned with the curriculum to meet the set objectives. Finally, students
will be able to work towards meeting their academic goals using these
technology games.
In the instructional
settling, gaming is inappropriate when the objective does not increase engagement
and enhance learning.
References
Li, L., (2020). Augmented
Reality Facilitated Scavenger Hunt for Mobile Learning. Journal of the Scholarship of Teaching and Learning
Southgate, E., Budd, J., Smith, S.,(2018). Press Play for Learning: A framework to guide serious computer game use in the classroom. Australian Journal of Teacher Education
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