Gaming in general has been something that teacher have often done throughout the years in order to give a different dimension to teaching students. Many students enjoy the aspect of playing a game to learn taught materials, as oppose to standard verbal lectures. Examples of this is monopoly, jeopardy, or any other gaming in which subject matter can be incorporated within a game. As far as this type of gaming is concern, I feel like it should continue and develop as new forms of tangible games come out.
The form of gaming that I am more cautious of is video games. I feel like educational games for youth are more popular with elementary age students compared to high school students. As a future high school teacher this may limit the amount of games that high I could choose from. Having a limited amount of selection could potentially bore students who no longer want to play the same game.
Despite these cons, we still do live in an generation where video games have continued to become popular. I believe that due to this, more students would be open to playing games in order to learn. If teachers bring video games within the classroom they are showing their commitment to bringing technology and innovation within the classroom.
In my classroom I would definitely use general board games like the ones I've already mentioned. As far as video games goes I will use them, but I will be very selective when choosing games. All of the games that I choose will have some educational benefit and if possible be age appropriate. An example of a games I would use would be Sims Business. In this game students can take the place of a entrepreneur and be able to build that business. All game selections and there connected activities will be highly monitored and approved by administrators.
Here's a story of successful integration of video games within the classroom:
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