Thursday, February 10, 2022

Gaming

 


Roblyer and Hughes challenge educators to think through the benefits and challenges of educational gaming in the classroom. Games can provide benefits such as collaborative learning, motivation, and problem-based learning. But it can also take some effort to address the challenges of aligning the games appropriately with curriculum, balancing learning and having fun, and ensuring correspondence between game and learning objectives (Roblyer et al., 2018, p. 179-181). Preschool is a great setting to integrate online, educational gaming. Incorporating simple phonics and number skills into a game is an easy way to engage multiple senses – auditory, kinesthetic, and visual. There are several apps I like to use with preschoolers. ABCMouse.com is a comprehensive online program that includes a wide variety of games. In one study on the effect of the ABCMouse program on academic scores of PreK and Kindergarten students, researchers found that literacy and math gains were significant as compared to those with less access to the program (Thai et al., 2016, p. 1-29). Other, simpler apps like Alphabet Aquarium focus in on specific skills. The lessons are simple and need no assistance from the teacher. The student receives auditory and visual “rewards” as they work their way through letter focused puzzles and skills. Games such as Mr. Potato Head: School Rush allow the kids to problem solve building a potato head in a variety of scenarios. This helps to reinforce their understanding of body parts and emotions, an important aspect of early education. While both the teachers and the students can enjoy gaming opportunities in the classroom, we need to be careful to avoid eating up time with this supplemental resource. It should be relevant to the curriculum and students’ needs. Care should be taken with selection and execution of gaming in the classroom. 

Roblyer, M., & Hughes, J. (2018). Integrating educational technology into teaching (8th ed.). Pearson Education. 

Thai, K., Ponciano L. (2016). Improving outcomes for at-risk prekindergarten and kindergarten students with a digital learning resource. Journal of Applied Research on Children: Informing Policy for Children at Risk. 7(2), 1-29. http://digitalcommons.library.tmc.edu/childrenatrisk/vol7/iss2/8

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Reflection

  This class has been incredibly beneficial to me as a new teacher. I have been challenged to not only think about about how technology can ...