User:Devin2022

This is My Philosophy on Gaming in the Classroom by using some research articles for my Class at Ball State University. I am going to answer 8 premises on my philosophy of gaming in the classroom for my SPCE 631-800 Class at Ball State University.

Introduction
 * 1) What is the definition of a game in the classroom setting?

The past two years have showed educators, students, and families how e-learning has been pushed to forefront of what school have been doing. This was made evident when the COVID-19 pandemic caused schools to close for several months, and since the lifting of full shutdowns there have been many instances in which schools have closed intermittently and students and or teachers have had to work from home. This allowed families to see exactly what is going on in the classrooms. On a personal note I had to learn how to use web-based programs without extensive training on the fly. We all know that schools have been using interactive games, apps, websites, etc for decades. I want to answer based on research how this affects me in the classroom and my thoughts on gaming in the classroom.

First, gaming falls under the category of e-learning. E-learning can be defined as ways in which students are learning at their own level and speed while using a variety of online systems that are interactive and can include but not limited to interactive games, videos, music, and more (Lam et al, 2020).

Gaming in the classroom can be defined when as when learning is made fun, different and more creative ways of learning, and in which the games teach students how to problem-solve, making good use of their time, and how to make decisions (Videnovik et al, 2020). Videnovik et al, (2020) noted how computers have been involved in the use of gaming but now personal devices such as phones and iPads have helped bridge the experience of using gaming in the classroom.

2. How Games influence Student Learning
Students are influence by games by learning how to problem solve, ask questions, go on virtual journeys, and more (Videnovik et al, 2020). While we are discussing more about educational games in the classroom, it should be noted that boys who play video games online learn to interact with others (Engerman et al, 2018). Other ways that students can be influenced by gaming include the willingness to work together and motivation of students wanting to learn and work (Eltahir et al, 2021). Students become more excited by the idea of using interactive gaming in the classroom and more motivated to work (Blaine & Huffman, 2017). Blaine and Huffman (2017) says gaming engages students in their learning or gets them to focus on what they are learning about.

3. Gaming is More than a toy or for fun.
The right type of games are educational. Within e-learning which extends to games games allow students to work on their own, include differential learning, allows students to work with each other in an engaged manner, and can focus on the what the students should be learning (Lam et al, 2021). These type of games can also include instant feedback (Es-Sajjade & Paas, 2020). As a teacher sometime it is always not possible to provide that instant feedback at times. Interactive games can provide real world experiences that are not easily replicated in the classroom (Khamaparia et al, 2020). Games like Kahoot when used right can provide motivation and practice or review of relevant information that students have been learning about (Zhang & Yu, 2021). Games can include using things such as motivating students to be physical such as when they are counting their steps throughout the day (Fu & Burns, 2018).