We already know from the numerous studies that have been done over the decades that kids learn a lot through play. There is now research that shows there is a lot of value in classroom games for kids and students of all ages. Gameplay has been integrated slowly into classrooms and it is working because, in classrooms where games are used as learning tools, there are often better student outcomes. In this article, we will be looking at how this happens and the other benefits of integrating games into the learning process in a classroom.
According to recent studies, introducing games in a classroom makes kids more motivated. These games motivate kids to want to learn, pay attention as well as participate in different activities in the classroom. Increased motivation is seen more in classrooms where games are used as an integral learning tool instead of a side note to the other activities in the classroom.
It Opens Up New Interests
Kids are curious by nature, and this curiosity leads them to pick up interests relatively quickly. Introducing games into a classroom can help some kids discover new interests. For example, maths games in the classroom might lead a kid to be interested in engineering or programming from a young age.
The skills they pick up while playing these games can then benefit them in the future. Teachers and instructors have to ensure that once these interests are realised, kids have the tools they need to keep ensuing them. Schools that want to ensure their kids stay interested in STEM and coding can, for example, invest in a Lenovo desktop for schools that will help their kids pursue these interests easily.
Improved Student Attentiveness
A worrying trend is the shortening of student attention spans. Shorter attention spans mean students are less attentive in class which directly leads to worse academic outcomes for these students. Introducing games into a learning environment is a great way of stopping this trend.
Different games require different levels of attentiveness and concentration for a significant period. If a student is unable to be attentive for that period, they are likely to miss something and therefore not be able to progress.
They have to then train themselves to be attentive so that they do not miss anything. By doing so, they train their brains to be more attentive while at the same time also appreciating a new way of learning.
Problem-solving is a skill needed to learn early because they will need it outside the classroom. The main objective of a game is to find creative solutions to problems so pupils can overcome the challenges in front of them.
A Taiwanese research project found that kids who played games in the classroom had better problem-solving skills than their peers who did not.
Incorporating games into a classroom might be a novel idea in some learning institutions, but numerous studies point to the benefits of doing so. Teachers and instructors just have to ensure these games are appropriate for kids of different ages.