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Allows student to interact with learning material without realizing they are learning. 

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Allows student to interact with learning material without realizing they are learning. 

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I was an early reader and also developed math concepts very early. I wouldn't be surprised if my interaction with video games such as Number Maze assisted in my learning development.

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Cultivates an acceptance of our escapist culture 

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Cultivates an acceptance of our escapist culture 

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activates your sympathetic nervous system and promotes anxiety

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activates your sympathetic nervous system and promotes anxiety

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Video game is still not the real life how can we make sure to encourage students to have enough time to develop their social skills.

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Sometimes kids randomly click without engaging with the actual content.

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Sometimes kids randomly click without engaging with the actual content.

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can be a factor in educational gap because low socio-economic are automatically at a disadvantage

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can be a factor in educational gap because low socio-economic are automatically at a disadvantage

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might view the learning process as just earning points versus making connections to the content

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Understanding games has lead to a great deal of mathematical innovation, such as the tie between cards and probability theory.

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Sometimes students engage ONLY with games, and ignore other opportunities.

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Sometimes students engage ONLY with games, and ignore other opportunities.

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Engaging for students and good data for teachers

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Hard do redirect to other activities.

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students may get more distracted with game competition than with the actual learning

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Competition and victory overshadow actual learning

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Best to have private modes (or very limited focus on the leaderboard) to allow mistake-friendly env.

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Best to have private modes (or very limited focus on the leaderboard) to allow mistake-friendly env.

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Addiction to screen time, impulsive behavior and instant gratification mindset as a psychological byproduct

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Simulations can have *weird* results. Like the expected value of the roll of a die is 3.5

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Easy: Large existing libraries to use in blooket, gimkit, kahoot, quizizz.

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Easy: Large existing libraries to use in blooket, gimkit, kahoot, quizizz.

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uninterested in games in general might make students not want to learn the content

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They may look forward to a review day to practice the material in a fun way

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They may look forward to a review day to practice the material in a fun way

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Con:  sometimes they don't see the forest for the trees....don't connect the academic content with the game.   Therefore a debriefing is necessary to ensure we make the link between the game and the concept/learning objective
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Fear of losing

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May become dependent on learning through games

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Students who struggle with writing or reading can learn through game

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Students may be afraid to be wrong and NOT try to act like they do not care.

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Students may be afraid to be wrong and NOT try to act like they do not care.

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Students may not be able to get back together to other activities.

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Games are super fun, and so are a great way to nurture engagement

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CFU/Formative: Most game platforms give teachers great data about students who need specific help, as well as commonly missed puzzles.

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CFU/Formative: Most game platforms give teachers great data about students who need specific help, as well as commonly missed puzzles.

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May become unable to learn in more "boring" learning environments

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games are usually more fun than studying so 

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games are usually more fun than studying so 

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Retention rates are improved!

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learning content becomes more fun!

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Addiction to screens

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Friendly competition can foster growth in peer groups.

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Friendly competition can foster growth in peer groups.

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Allows for creativity

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some kids dont like the feeling of losing the game (including me)

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Consistent "losers" feel even more learned helplessness.

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Consistent "losers" feel even more learned helplessness.

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Students can show their creativity!

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Teachers can engage the students

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Can become too competitive.  Winner/Loser.

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Can become too competitive.  Winner/Loser.

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Students can pick up games instruction easily (not much hand-holding)