Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 2

BEED5/SELE5: Integrating Games in the Classroom

Date: January 04, 2021

ASSESSMENT OUTPUT: Choose which app you wish to work on and create a game in order for students
to play. Choose a content, grade level, subject, and competency to contextualize that will be placed on
your lesson plan. (Guided Practice or Checking for Understanding) This assessment output will be
combined later on. (Ps. The gamification will not be submitted next week)

GRASP: to be submitted next week from January 11-15, 2021

 Game Approach – literally game based; can be series of games or one game incorporating
everything that the students need to learn such as skills or contents in relation to the lesson.
(eg. Mobile legends, LoL, Minecraft)
 Gamification in Education – is a developing approach for increasing learner’s motivation and
engagement by incorporating game design elements in educational environments.

Advantages of using games in the classroom:

1. Improved recall and retention – classroom games encourage creative thinking and problem-
solving. Ultimately, they help students recall information better.
2. Development of problem-solving skills – good games help us develop essential problem-solving
skills. The key is to get students thinking and answering questions. (Give them comprehensive
questions by incorporating real life situations)
3. Instant feedback – classroom games won’t only improve student engagement but it can also
give the teacher and instant feedback that is valuable, on how well the students are doing. (In
short, the teacher can monitor easily the students’ performance; eg. Kahoot)
4. Class Cooperation – playing games in the classroom increases class cooperation. Classroom
games can also be used as a team-building exercise. (It will build teamwork among your
students.)
5. Heighten Outcomes – regardless of skill or knowledge level, they are still able to make
meaningful contributions both for the group and for their own learning.

 When we incorporate games in the classroom, it will really heighten the outcome. They
are more likely to understand the concept better than the old school teaching.
 If the lesson is intended to be assessed, make sure that it is formative assessment.

How to choose the right games? (Educational Games po, hindi laro ng pagibig)
1. Ease of use – easy to use for both the teacher and students. (MAKE IT SIMPLE. WAG
COMPLICATED MAMSH, DI YAN RELATIONSHIP NA WALANG LABEL)
2. Engagement – whatever game you settle on needs to actually be enjoyable for most students.
(DAPAT BOTH KAYO ANG NATUTUWA AT MASAYA :<)
3. Customization – allow students to learn the material while giving them the creative freedom to
express themselves in their own unique ways. (MATUTONG MAKINIG SA SIDE NG ISA’T ISA PARA
MAIWASAN ANG MGA HINANAKIT NA HINDI NASASABI :<)
4. Purpose – engaging classroom games also have meaningful and tangible goals for students to
complete. (BAGO KA UM-OO, KAILANGAN MUNANG MALAMAN KUNG ANO ANG PURPOSE NG
PAG-OO MO. DI PORKET POGI SIYA, OO AGAD. ALAMIN MUNA KUNG ANO ANG MAGIGING
EFFECT NUN SAYO. KUNG PURE INTENTIONS OR LARO LANG)

Examples of Gamification Apps:

1. Kahoot
2. Quizizz
3. Socrative
4. Class Dojo

You might also like