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Game-based learning brings play into the high school classroom

Game-based learning brings play into the high school classroom

Game-based learning brings play into the high school classroom

Game-based learning brings play into the high school classroom

By Julie Tucker

March 10, 2021

Originally Published Here

Summary

"In a recent study, Johnson worked with students in her English Methods class to design, build and test an analog board game called Race to the White House.

The teacher reported that her students needed more practice making claims based on evidence and anticipating counterarguments.

The project offered the preservice teachers an invaluable opportunity to engage with high school students on an authentic learning project.

While teaching methods classes are typically theoretical in nature, with student teachers developing lesson plans and unit plans in their discipline, research has shown that these preservice teachers benefit greatly from increased opportunities for interactive learning on top of the traditional student teaching experience.

The students in Johnson's English Methods class took the game to a local high school, with each W&M student facilitating a group of 4-5 ninth graders as they played the game.

"All of the ninth-grade students were highly engaged and the teacher particularly pointed out one student who would typically sleep through class, but who was really excited about the game. It was very rewarding for the students to see that level of excitement and motivation."

Interactive, collaborative experiences reposition the teacher as someone who works alongside students, rather than as an authority or as the sole expert in the classroom.

Through a Reveley Fellowship, she is collaborating with Meredith Kier, associate professor of science education, and Gexin Yu, professor of mathematics, to develop a course for W&M undergraduate students called "Game Changers: Exploring Big Ideas in Mathematics and Education through Game Play and Design."

The course, which will be offered in Fall 2022, will explore the importance of play in the learning process, with students taking on the role of researcher-designer as they engage in a design process for creating meaningful games that promote deep learning around mathematical concepts.

"Even in elementary schools, where playful, engaging pedagogy was once prioritized, we're seeing play being extricated from the curriculum. And as a result, we see student engagement drop off precipitously as students advance through elementary and secondary school."

Reference

Tucker, J. (2021, March 10). Game-based learning brings play into the high school classroom. Retrieved June 15, 2021, from https://www.wm.edu/news/stories/2021/game-based-learning-brings-play-into-the-high-school-classroom.php