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