Tuesday, April 5, 2016

Gaming in the Classroom: Roadblocks and about KAHOOT; an effective classroom app.


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

  •  Unaware of resources or where to find quality games

  •  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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