Gaming DB Transcript:
Dmitri Mendeleev was probably the first known person to use games to increase the ability to learn. He was a Russian Scientists and educator in the early 19th century. Mendeleev struggled as a young boy in school, but he loved games, so he took his love for card games and developed a card game to teach himself the Periodic Table of Elements. This love for games increased his ability to participate in school. Many students can learn this way. In fact, a modern day word for it is gamification. Which is simply put an act of using game elements to make non games more enjoyable. Students can benefit in a variety of ways from this. They can increase their cognitive development among adolescence, and even sometimes aid in physical development, they always increase classroom engagement, they aid in accessibility for all students so that even special education students can learn, they also help break up large tasks into smaller ones. Which is another good thing to use when you have a lot of special education students in your classroom. There are so many educational games that help incorporate these things into your classroom. My class favs are GimKit, Kahoot, and Blooket. These games are excellent to review material and take quick formative assessments. The best part is – Students don’t even care that they are learning! Try a few out in your classroom and witness for yourself just how wonderful gamification in education can truly be.
Resources:
5 Benefits of Gamification. (n.d.). https://ssec.si.edu/stemvisions-blog/5-benefits-gamification
McAllister, J. (2020, August 5). Game On: Teachers Should Continue to Gamify Classrooms. Technology Solutions That Drive Education. https://edtechmagazine.com/k12/article/2018/09/game-teachers-should-continue-gamify-classrooms
Roblyer, M. D., & Hughes, J. E. (2018). Integrating Educational Technology Into Teaching: Transforming Learning Across Disciplines. Pearson Education, Incorporated.