This paper describes how games can be an effective educational tool in the classroom and contends that they are beneficial on several levels. The paper explains that children learn faster and retain more of the information when the learning is done in conjunction with a gaming activity. The paper also explains that schools need not indulge in techo-game teaching tools because the active imagination of children can be harnessed without them, which even adds to the learning experience. The paper concludes that games are both motivational and challenging to the child. They provide lessons in reading, writing, speaking and listening. According to the paper, they are needed part of any curriculum.
From the Paper:
"Some games and little drills can be started without a leader, implemented by the children, peer to peer, in small groups designated as teams. Other games, however, require more hands-on direction from the teacher or teacher's aide. Such games that involve assigned roles and involve a scenario are best done under supervision to maintain boundaries and see that the children stick to the script, so to speak, and do not get off into fantasyland, far afield of the lesson plan."
Sample of Sources Used:
Black, S. Classroom Guidance Games Chapin, S. Carolina: Youthlight, Inc. 2005
Wright, A., Betteridge, D. and Buckby, M. Games for Language LearningCambridge, UK: Cambridge University Press 2006 (Third edition).
"Classroom Games" 15 January 2012. Web. 11 Feb. 2012. <http://www.academon.com/Persuasive-Essay-Classroom-Games/116953>
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