-By: Ahira, Caroline, and Madison
Are games beneficial to the growing minds of young students or is it all just an educational fantasy? When researching this topic we found several viewpoints on why games are beneficial in the classroom. Using games in the classroom can help students use critical thinking, memorization, offer opportunities for the creation of meaningful context, reduces stress and anxiety, and engage students.
Some faculty members or teachers might be questionable about the usage of games in the classroom. For example, if they use games then it would take focus out of the work and be more focused on the game aspect. However, other teachers have found “[t]he game design experience had a positive influence on the participants’ attitudes, self-efficacy, and perceptions regarding the use of digital games in the classroom. The participants became more interested in, more confident, and less concerned about using digital games in teaching after designing their own educational game.” Board games can also help stimulate the young minds of children, “ Several board games have been proposed to help students learning English as a Second Language (ESL), games reduce the stress imposed on students and they also contribute in raising students’ motivation and confidence… anxiety”. Rather than following the standard rules for the game, the teacher can slightly alternate the rules of the game to help the students learn the topic the curriculum is trying to teach while still making the lesson fun. Through this gaming technique, it can help engage students; “ Similar to project-based learning, game-based learning puts students in authentic situations that require them to think critically about solving problems”
In this modern time, board games are a thing of the past. Video games are becoming a new trend in the educational spectrum for young children, as well as adolescents,“digital games could help students develop higher-order thinking skills and 21st century skills beyond making learning fun and engaging. However, “the major concerns participants had about the use of digital games in the classroom included distractions caused by games (18 %), dependency on games (16 %), effectiveness of games (16 %), students focusing on gameplay rather than on learning (14 %), and others’ views (6 %).
In conclusion, games in the classroom have a positive effect on students. Although, others view it as a detrimental effect on their education path because it can distract them from the inner meaning of the lessons that are trying to be taught. Studies have found that the games can help students use critical thinking, memorization, offer opportunities for the creation of meaningful context, reduces stress and anxiety, and engage students.
Annotated Bibliography
An, Yun-jo, and Li Cao. “The Effects of Game Design Experience on Teachers’ Attitudes and Perceptions regarding the use of Digital Games in the Classroom.” TechTrends, vol. 61, no. 2, 2017, pp. 162-170. ProQuest, https://login.proxy032.nclive.org/login?url=https://search.proquest.com/docview/1871543354?accountid=9935, doi:http://dx.doi.org/10.1007/s11528-016-0122-8.
In this source, multiple authors convey the abstract thought that specific game designs can help advance young minds of students by stimulating them with the usage of fun. Li Cao and Yun-jo both agreed that games in the classroom are a positive tool to get students engaged in academic lessons. Also, they said that students feel more inspired to continue on their education and found that it boosts up their confidence levels and decrease their anxiety levels.
Farber, Matthew. “Gamify Your Classroom.” The Education Digest, vol. 81, no. 5, 01, 2016, pp. 37-42. ProQuest, https://login.proxy032.nclive.org/login?url=https://search.proquest.com/docview/1754113535?accountid=9935.
In this source, Farber talks about the positive effect of having board games as well as games on electronic devices in the classroom. Farber says that having these games in the classroom helps students use critical thinking, it engages them, it involves them having to collaborate with each other and use problem solving tasks, and it helps the students work together to create a common goal.
Harris, Lois R., Gavin T. L. Brown, and Joanne Dargusch. “Not Playing the Game: Student Assessment Resistance as a Form of Agency.” Australian Educational Researcher, vol. 45, no. 1, 2018, pp. 125-140. ProQuest, https://login.proxy032.nclive.org/login?url=https://search.proquest.com/docview/2002038666?accountid=9935, doi:http://dx.doi.org/10.1007/s13384-018-0264-0.
In this source, Harris talks about how students react differently to playing games inside of a classroom. Harris brings up a main point where he writes that students that do not play a game tend to react differently in a classroom than the kids who do play a game. Not all of the students act the same way as the others and playing games is a big part of it. Harris talked about the different tests that were made to prove each of the effects that happen in a classroom. Teachers use games in order to see how students react differently and how it affects them in the classroom to either become better or become less associated in class.