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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