Gaming in the Classroom
Technology has rapidly become a part of daily life for both teachers and children alike. Students, particularly elementary aged students, are exposed and stimulated by technology daily. However, what type of technology can reach these learners? One type of technology that has been discussed for its use and motivation in the classroom is gaming, but “serious gaming” one that is has an educational purpose, beyond pure enjoyment. According to Petkov and Rogers, gaming can “have the capability of providing the needed motivation boost with their fun and engaging gameplay.” Because of this, this review will look at two gaming technologies: Kahoot and TinyTap, which can be used in the classroom.
Sources
Petkov, M., & Rogers, G. E. (2011). Using Gaming to Motivate Today's Technology-Dependent Students. Journal Of Stem Teacher Education, 48(1)
Technology has rapidly become a part of daily life for both teachers and children alike. Students, particularly elementary aged students, are exposed and stimulated by technology daily. However, what type of technology can reach these learners? One type of technology that has been discussed for its use and motivation in the classroom is gaming, but “serious gaming” one that is has an educational purpose, beyond pure enjoyment. According to Petkov and Rogers, gaming can “have the capability of providing the needed motivation boost with their fun and engaging gameplay.” Because of this, this review will look at two gaming technologies: Kahoot and TinyTap, which can be used in the classroom.
Sources
Petkov, M., & Rogers, G. E. (2011). Using Gaming to Motivate Today's Technology-Dependent Students. Journal Of Stem Teacher Education, 48(1)