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Welcome to the CALLOWAY HOUSE E-Newsletter Archive
May 2009
GAMES IN THE CLASSROOM
Although the year may be winding down, the thoughts of summer break
may be getting your students wound up! One way to keep them
interested between now and the end of the year is through games.
Whether you’re a fan of board games, electronic games or computer
games, the benefits playing games – both as a group and individually
– are numerous. There are also things to consider before integrating
games into your lessons. Read on to discover benefits and
considerations of classroom game-playing.
BENEFITS
Games are a break from the normal routine. They can help relax
students and keep their attention (especially students with ADHD).
They allow students to learn when they may not even realize they are
doing so.
They provide a higher level of engagement than worksheets.
They are motivational. Not to mention fun!
They encourage students to use their imagination and to think
creatively.
They can increase vocabulary and language skills. Games that use
repetition make it more fun to learn and remember words. Our FLIP-OUT! ANSWER CHUTE is ideal. Write a word on one side of a card and
its definition on the other. Students read one side of the card and
check to see if they were right when the card comes out of the chute.
They can insert the same words or definitions over and over until
they have it down!
They are great for developing higher-order-learning and problem-solving skills. For many subjects, the benefit of having students
play a problem-solving game versus taking a test is that you can
actually see their thought process at work (informal assessment).
Problem solving can be found in anything from puzzles (like our
BASIC SKILLS READING PUZZLES, LANGUAGE PUZZLE LAB or GEOPUZZLES™) to
computer games.
They provide assessment and feedback. For many computer games, you
cannot move onto the next level until you have mastered the first –
providing immediate assessment. QUIZMO® games and LITERACY BOARD GAMES provide instant assessment and review of multiple math and
language arts concepts. Other games, like PIZZA FRACTION FUN®, are
self-checking.
They can help students relate concepts to the real world. For
example, the online educational game Food Force (it’s free; published
by the United Nations World Food Programme) sends students on a
virtual mission to provide food for a famine-affected country. It
also includes lesson plans to help integrate the program into your
lessons.
They can be use to learn new information, to reinforce information,
or both. CLASSROOM JEOPARDY!® II, GEOSAFARI® QUIZ BOWL, WIRELESS EGGSPERT™, EGGSPERT™ NUMBERED HEADS TOGETHER™ and our own QUIZ SHOW POCKET CHART let you create your own curriculum-specific games by
writing your own questions.
They can often be played by just two players, providing a great buddy
system for learning. CHUNKS, CHUNK STACKER and SYL-LA-BI-FI-CA-TION are simple word-building games that two - or up to six - students can
play together.
Group games encourage healthy competition.
They can help create a cohesive classroom. Games provide practice in
taking turns and working together – teamwork at its best!
They can provide an outlet for movement. Games with a physical
component, like GUIDED READING BEACH BALLS and COMPREHENSION CUBES,
require student interaction and provide active engagement.
They make a quick center. Our READING COMPREHENSION GAMES are for up
to six players, so they are an easy-to-implement solution for a
language arts or reading-comprehension center.
Individual games give struggling students a non-threatening way to
improve skills.
They can allow students to progress at their own level and pace.
Individual, multi-level games (like MATHSHARK®, DIGITZ™, WORDIAC™ and
GRAMMAR LAB) allow students to play (and learn) at the level they are
comfortable with.
They are a great reward for a job well done. Giving a student 15-30
minutes on a handheld game can be a great incentive or reward.
CONSIDERATIONS
Before choosing games for the classroom, there are some things you
need to think about:
How much time will you need to learn the game? How much time will you
need to teach it to your students? This is especially important when
introducing computer games to your class.
Are the games available to everyone? Computer games are beneficial,
but must be limited to in-class work since not all students may have
a computer at home.
Do you have the time required to play the game? Popular games like
the social studies game Civilization III (a computer strategy game
where students build and sustain a civilization from the ground up)
are very beneficial to learning, yet can take a lot of time.
Is the game integral to the lesson? Does the game teach new concepts
or does it reinforce a current concept? What will the student gain
from playing a game? These are important factors to consider.
Can every student play the game? Be mindful of lower-level learners
when playing group games. They should not feel uncomfortable or
hesitant when playing with higher-level learners.
HOT TIP: Can’t find a game you like? Create your own, or better yet,
have students do it! It can be a board game or a computer game,
depending on the level they (and you) are comfortable with. When they
create a game themselves, they use creativity and problem solving,
and reinforce information already learned.
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