Gaming is an essential part of young adult culture. Because of this it is extremely important to integrate gamification into the secondary school curriculum. But how?
WHY AREN’T THERE MORE GAMES?
Since most students and teachers do not have the skills to program their own games and interactive activities, we must depend upon pre-made games and programs that have no learning curve and are readily accessible. Kelsey Sheehy, in her article “High School Teachers Make Gaming Academic” alludes to several examples where teachers integrate contemporary video games into their curriculum in order to pique interest in learning. Joel Levin, a second grade teacher in New York City, decided to introduce Minecraft as an educational tool in his classroom. He tells, “’There was a part of me that was scared. I didn’t know if the kids would be able to grasp the game and what I was trying to do with it. I thought it would be too much of a distraction, but the opposite happened. It really all clicked. I was incredibly pleased with the results’” (Sheehy, 2011, para.12). Students today would absolutely love it if their teachers tried to integrate Fortnite into their curriculum. Though, integrating conventional video games into education is no easy task, let alone getting it approved by the administration.
Here are a few great game sites that require no learning curve to create and/or play:
Like its name implies, iCivics is geared more towards social studies than ELA. However, everyone knows there is a strong overlap between social studies and English classes. There are some really engaging games on this site that would be beneficial to debate, socratic seminar, critical thinking, journalism and discussion in general. Here are some of the relevant games:
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