If play is the work of children, then playing games can be an important component for students and their learning. Game play can provide multiple opportunities or repetitions for students to practice a skill. The strategic thinking involved in some games can help a student move to the next level. Games can be used as an introduction to a concept. Or it can be an engaging way to review academic content.
When playing games, failure is a source of feedback and learning, collaboration is necessary, and learning and assessment are tightly integrated (Haiken, 2021).
Games come in many styles and configurations. Digital games such as Kahoot, Quizizz, Top Hat, and Quizlet let students use their phones to answer questions. Some teachers use board games and flash cards such as Bingo, Scrabble, and Bitsboard to design games for their content. Scavenger Hunts like Goose Chase can get kids moving. Computer-based games, made in PowerPoint and fashioned from Game Shows such as Family Feud, America Says, and Jeopardy allow individual or team play. As students prepare for the SOLs and VESOLs in the upcoming months, consider gamifying your academic content to increase engagement and retention.
References
Haiken, M. (2021, February 12). 5 ways to gamify your classroom. Michele Haiken [web log]. Retrieved January 23, 2023, from https://www.iste.org/explore/In-the-classroom/5-ways-to-gamify-your-classroom.
McLeskey, J., Maheady, L., Billingsley, B. S., Brownell, M. T., & Lewis, T. J. (2022). Using Assistive and Instructional Technologies. In High leverage practices for Inclusive Classrooms (Second, pp. 295–312). essay, Routledge, Taylor & Francis Group.
Ofosu-Ampong, K. (2020). The shift to gamification in education: A review on dominant issues. Journal of Educational Technology Systems, 49(1), 113–137. https://doi.org/10.1177/0047239520917629