GAMES IN THE CLASSROOM
Jordan Shapiro wrote about the concept of utilizing
electronic games in the classroom and the roadblocks that are impeding full
successful implementation of “game learning” in the classroom. Mr. Shapiro
cites the following as the major walls according to surveyed teachers;
- Not enough classroom time
- The cost
- Lack of Technology
- It is hard to find games that coincide with the lessons
- Standardized test score pressures
- Unclear on how to integrate the games with instruction
- Unfamiliar with technology
- Not enough Administrative Support
- Lack of Parental Support
Many of these issues are indeed interconnected. With the
emergence of the common core standards many teachers are feeling the pressure.
Many whom I have talked to feel they do not have enough time to cover
everything they need to. So games for most perhaps may not be a priority. He states that 45% of teachers surveyed state
time was the issue. He however suggests that perhaps if they change their
perspective on the applicability of the games that they may find it to be very
beneficial by presenting concepts in an active way.
Mr. Shapiro reveals that 90% of the 700 teachers surveyed
state that parents in general do not support the utilization of electronic
games in the classroom. However, in today's age where most students have smart phones and let's face it; they love them! Why not incorporate their smart phones into the classroom? I use KAHOOT! My students love it! Below is a video showing you what KAHOOT is all about!
References:
Shapiro, J. (2014, September 12). Games in the Classroom: overcoming obstacles. In Mindshift. http://blogs.kqed.org/mindshift/2014/09/games-in-the-classroom-overcoming-the-obstacles/




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