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Using Instructional Gaming in the Classroom

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Ruffini, M. (2009). Using Instructional Gaming in the Classroom. In I. Gibson et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2009 (pp. 1545-1551). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/30833.

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Conference Information

SITE

Society for Information Technology & Teacher Education International Conference (SITE) 2009
Charleston, SC, USA
March 2, 2009
ISBN 1-880094-67-3
  Ian Gibson, Roberta Weber, Karen McFerrin, Roger Carlsen & Dee Anna Willis
AACE

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Table of Contents


Author

Michael Ruffini, Bloomsburg University of Pennsylvania, USA

Abstract

Instructional games are very important tools to use in the classroom to support learning. Instructional games present and review instructional content in a game format. In a classroom setting, teachers must develop a strong desire for learning. To accomplish this task, teachers must successfully encourage learners to grasp the concepts in areas like language, science, social studies, and math. Acquiring this knowledge in an entertaining and exciting way improves the chances that the learner will grasp the skills they need to solve problems both independently and collectively, and adapt to changes in the world around them. Teachers are beginning to understand that instructional games in the classroom play a strong role in learning complex skills. Using instructional gaming successfully includes clear learning goals and outcomes. Also, utilizing instructional games is another assessment format that can be employed with any educational content. This paper explores an overview of instructional gaming, benefits, cautions, types of games, and resources.

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