Games as a learning strategy in the classroom

Authors

DOI:

https://doi.org/10.5281/zenodo.8146776

Keywords:

games, learning strategy, playful activities, educational process

Abstract

The present research project focused on the study of play as a learning strategy in the classroom. The objective was to explore how the implementation of playful activities can improve the teaching-learning process in the educational context. Mixed methods were employed, including a thorough review of existing literature, observations in real classrooms, questionnaires, and interviews. The results revealed that play in the classroom has multiple benefits, such as fostering motivation, active student participation, teamwork, and creativity. An increase in interest in the curriculum content was also observed, as well as an improvement in students' cognitive and socio-emotional skills. In conclusion, play as a learning strategy can be highly beneficial for the educational process. Educators are recommended to systematically integrate playful activities into their pedagogical practices, adapting them to different educational levels and areas of knowledge. This research project highlights the importance of play as a pedagogical tool, providing empirical evidence of its positive effects in the classroom. The implementation of playful activities can transform the educational environment, promoting more meaningful and enriching learning for students.

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References

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Hwang, G. J., & Tsai, C. C. (2011). Research trends in mobile and ubiquitous learning: A review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 42(4), E65-E70.

Piaget, J. (1962). Play, dreams, and imitation in childhood. W. W. Norton & Company. Prensky, M. (2001). Digital game-based learning. McGraw-Hill Education.

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Published

2023-06-30

How to Cite

Games as a learning strategy in the classroom. (2023). InveCom Journal, 3(2), 1-15. https://doi.org/10.5281/zenodo.8146776

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