During the past week, we explored in class what video games in an educational setting looks like. An overarching theme that I took away from this was that gaming can be used as an educational tool if utilized correctly and in the right setting.
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As I reflect upon this past week, I relate it to the project myself and two others are working on for our group inquiry project of how Kahoot can be used in an educational setting. Video games in education can be used effectively as long as they are introduced and utilized in exactly that, an educational manner. Reflecting on the research we have done, Kahoot is a video game based game that quizzes the knowledge retention of children in a classroom or remote setting. The nice thing is that it provides multiple different answers and the student has opportunity to receive points by speed of response and the correct answer. There are so many different avenues that educational apps for teaching can go down, it is about finding and utilizing what educators see fitting best within the curriculum they are teaching.
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The flaw of introducing video games into education is similar to that with technology. Not all students have smart phones and the accessibility aspect of things can be limited as well. This can lead to restriction of students being able to participate and get the most out of using the video games in an educational.
Thinking about how video games can be used in an educational setting, possibilities are endless and each educator with their own creative spin can certainly add elements to ensure students are able to learn. The variety of takeaways and different things that can be done is all a part of just how much technology influences us. The issue at hand is working on the accessibility and the ensuring students are able to take away what it is that you have designed the lesson around.
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