I would give consideration to these two areas as I plan my lesson and instruction. Another consideration I would make is: where the devices and games are coming from. Personally I think bringing in games like Sudoku or Yahtzee are great for problem solving. However, I would be a bit apprehensive when it comes to hand held personal gaming devices. In addition I would need to add in my own rules about the games to ensure that the students are using them as directed and in a way that encourages “learning” and not just …show more content…
However I just don’t like the idea of isolating students with electronic gaming devices. This is something that has challenged my personal teaching philosophy. In addition I am struggling with how a teacher can assess what a student has learned from a gaming device, no matter what the content of the game teaches. How can a teacher ensure that the student is learning from a personal device? Checking in, or formative assessment is an option but, how does the teacher collect information? Do you base it off the level achieved in the game? How can you ensure that the student hasn’t just used a process of trial and error to move on within the game without having to understand the material? If a teacher were to use a virtual game or the levels achieved within it as a form of assessment or evaluation for students the validity and reliability may be compromised. The teacher would be assessing the student’s ability to progress in a game rather than the learning that has taken