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