Instructional games are digital products that “add game like rules and/or competition” to learning activities (Roblyer, 2016). With the advent of digital technology in the classroom, there are more opportunities for the use of instructional games than ever before. Games can be used in a number of content areas for a variety of different purposes. The added layer of competition provides a heightened level of engagement and motivation for many students. These tools can be used in the classroom to provide additional practice and drill, to simulate a complex experience, provide review of a new skills or concept, or even reinforce new vocabulary development. The lesson below utilizes instructional games to review prior to a cumulative assessment.
References:
Roblyer, M. (2016). Integrating Educational Technology into Teaching (7th ed.). Massachusetts: Pearson.
References:
Roblyer, M. (2016). Integrating Educational Technology into Teaching (7th ed.). Massachusetts: Pearson.
One of the activities mentioned in the lesson plan above is a curated list of vocabulary games. Tools like Lesson Paths or BlendSpace allow teachers to create curated playlists to facilitate student learning. These sites allow teachers to add games and other links and content to playlists that can be shared directly with students. The example from my lesson plan, included below, is a BlendSpace playlist that can be linked, embedded, or even pushed out through Google Classroom. This allows teachers to be very purposeful in assigning specific games and activities to young students.