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Teaching GROUP 2

ACTIVIDAD DE TEACHING

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0% found this document useful (0 votes)
4 views

Teaching GROUP 2

ACTIVIDAD DE TEACHING

Uploaded by

domenicamoran941
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GROUP #2

Use of Games as
Teaching and
Learning
Techniques
Introduction
Using games as teaching and learning techniques is
an innovative and effective approach that engages
learners, promotes active participation, and
enhances understanding.
INTEGRANTES:
Emy Rodríguez Alvarado

Chávez Noboa Naomi

Fiorella Santiana Alvarez

Elizabeth García Tejada

Damaris Conde Cordova

Ethan Barroso Llaguno

Dayte Fuentes Poveda


Key Benefits
Increased engagement and motivation.

Active and hands-on learning.

Improved knowledge retention.

Development of cognitive and social skills.

Immediate feedback.
Types of Games in
Education:
Digital Games: Kahoot, Quizlet, Minecraft

Education.

Role-Playing Games: Simulations, debates.

Board and Card Games: Monopoly, Scrabble.

Gamified Platforms: Duolingo, Prodigy.

Physical Games: Scavenger hunts, relays.


Steps to Integrate Games:

·Identify learning objectives.

·Design relevant activities.

·Encourage collaboration.

·Assess learning outcomes.

·Balance fun and education.


Practical Examples by
Subject:
Math: Sudoku, escape rooms.

Science: Virtual labs.

History: Civilization games, role-playing.

Language Arts: Word searches, story-building games.

Technology: Scratch, CodeCombat.


Conclusion
The use of games in education makes learning more interactive,
engaging, and effective, fostering active participation, skill
development, and knowledge retention. When integrated thoughtfully
and aligned with educational goals, game-based strategies can create
impactful and meaningful learning experiences.
THANK YOU FOR
YOUR ATTENTION

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