The Role of Games in The Classroom
The use of games in the class can activate the atmosphere of learning, reduce learning pressure, and stimulate learning interest more. Independent and selective learning is good for developing students' multiple intelligenceand promoting the formation of good feelings. There are five benefits of games in the classroom.
This post was written by our TEFL certification graduate Michael F. Please note that this blog post might not necessarily represent the beliefs or opinions of ITTT.
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Creating positive atmosphere
The first is reducing students' learning pressure. Students are under pressure in the learning process. Homework task, examination task and psychological pressure generated during the learning process in a class all make children more eager for a relaxing, interesting activity that can be successfully experienced. Games in the classroom used in the mathematics classroom, education game is not a simple entertainment, but by the rich interesting way to impart the knowledge, skills, such as students, and through the game operating serious "mathematics" and "boring" math "into a fun playing" math "and relaxed" with mathematics ", make the teaching atmosphere becomes easy and interesting, potentially reducing the pressure on the classroom learning.this is a very first benefit of games.
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Stimulating interest in learning
The second is stimulating students' interest in learning. Games are usually equipped with happy music, lively and lovely cartoon images, rich and colorful images, vivid images of animation and dubbing, especially to attract the attention of primary school students, which is a unique advantage that other teaching methods can not match. It can effectively stimulate students' interest, mobilize their enthusiasm and curiosity, and make students happily accept new knowledge. Especially some problems which are difficult to describe in language at ordinary times can be quickly grasped by students by visually presenting them with computers.
The third is teaching students by their aptitude so that students of different degrees can develop. Although, teachers hope that according to the different situation of each student, teaching and practice at different levels so that students at different levels can get different learning content according to their learning ability. In the process of classroom teaching, some students can directly enter the next stage of learning, while others need to stop and practice more, to better enter the next stage of learning. Especially in mathematics class, the serialization of mathematical knowledge needs to master the contents of each link systematically. Only in this way can we effectively improve learning efficiency, but it is difficult for teachers to correctly judge and classify each student's learning ability and learning situation to carry out hierarchical teaching in practice.
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The fourth is cultivating students good feelings. Teaching should not only attach importance to the training of students knowledge and skills, but also the cultivation of students' non-intellectual factors, including the cultivation of students good emotions, attitudes, and values. The application of educational games, especially the interactive operation, is the embodiment of modern science and technology in education. It conforms to the students' active and curious psychology. It enables students to have strong enthusiasm for participation and active learning in the process of games and to be satisfied psychologically. This is a good way to cultivate non-intellectual factors.
The last is the Balanced Development of Students' Brain Intelligence. Using language and rational logical thinking is the main way for students to participate in mathematics classroom learning. We know that this is the development and utilization of children's left brain. However, the development and utilization of the right brain functions such as attention, imagination, memory, observation and creative thinking ability are less, which makes us reflect on the imbalance of teaching in the development of students' left and right brain.
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The penetration of educational games in teaching can enable students to use both hands and brains, audio-visual, and mobilize all aspects of the brain, especially the development and utilization of the right brain. Combining computer educational games with traditional teaching methods can give full play to students' sensory functions and fully mobilize students' subjective initiative in learning. It is of great significance to the development of students' right brain and the coordinated development of their left brain.
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