Creative, Active, Responsible Students in the Digital World 1 | Page 15
CO-FUNDED BY THE ERASMUS + PROGRAMME OF THE EUROPEAN UNION
Digital games create environments for students that are immersive and actively
engaging. The learning process is transformed, and students can gain value from the various
cognitive, motivational, emotional and social benefits video games offer, American
Psychologist explains.
Implementing Digital Game-Based Learning in the Classroom
Evaluate Resources
Resources may dictate the potential for digital game-based learning in your
classroom. For instance, is school-owned hardware available or will students need to bring
their own device? Will games be a full-class activity or will they make up a single station in a
room full of learning activities?
Your ability to implement digital game-based learning in your classroom can be
affected by financial and technical support as well. You may need financial resources for
games and hardware. And you may require technical support for assistance with school-
owned hardware or issues that arise with student-owned devices.
Select and Prepare the Game
Before choosing a game, keep a few considerations in mind.
Your Students’ Needs: Look for subject matter, intended grade levels and what skills the
game promotes.
Resources: You may need to limit your search to free games or to games on a specific device
or operating system.
Scope of Search: Widen or narrow your search based on your goals. Remember that several
games are versatile. For instance, Minecraft, a sandbox building game, is used by art and
science teachers across multiple grade levels.
Once you find a game, play it. Get to know it inside and out, so that you’re aware of its
strengths and weaknesses. Try to understand the game from the perspective of your students.
This will help you understand how you should introduce and use the game as a learning tool.
Finally, prepare the game for your class. Develop a plan for integrating the game into the
lesson. Websites such as Educade offer game-based lesson plans. You can also search online
to see how other teachers are using the game in the classroom.
CREATIVE, ACTIVE, RESPONSIBLE STUDENTS IN THE DIGITAL WORLD
14