Conference Tracks
Academic/ Professional Development - Research
Abstract
Although games have connotations of recreation and fun, games are making their way into the classroom. The purpose of this presentation is to describe the manner in which games can impact the learning process within the classroom. Because the use of games in the research literature is quite extensive, the presenter will address these issues via a meta-analysis of games used within mathematics education that consolidates findings related to the impact on learning objectives and Bloom's critical thinking model. The presenter will provide the audience with resources for using games within their own classroom. The audience will have the opportunity to consider an important instructional goal within their classroom that is often difficult to address with traditional teaching techniques. Using the research conducted by the presenter, the participants will discuss the implications of the game within their classroom.
Session Format
Presentation
Location
Room 1220
Publication Type and Release Option
Event
Recommended Citation
Thomas, Marty, "Are Games Just for Play?" (2013). SoTL Commons Conference. 61.
https://digitalcommons.georgiasouthern.edu/sotlcommons/SoTL/2013/61
Are Games Just for Play?
Room 1220
Although games have connotations of recreation and fun, games are making their way into the classroom. The purpose of this presentation is to describe the manner in which games can impact the learning process within the classroom. Because the use of games in the research literature is quite extensive, the presenter will address these issues via a meta-analysis of games used within mathematics education that consolidates findings related to the impact on learning objectives and Bloom's critical thinking model. The presenter will provide the audience with resources for using games within their own classroom. The audience will have the opportunity to consider an important instructional goal within their classroom that is often difficult to address with traditional teaching techniques. Using the research conducted by the presenter, the participants will discuss the implications of the game within their classroom.