The Role of Games in the Active Learning Classroom

By Courtney Marchese and Peggy Bloomer.

Published by The International Journal of Educational Organization and Leadership

Format Price
Article: Print $US10.00
Published online: May 6, 2016 $US5.00

Reality is unpredictable, but games allow players to win bigger, collaborate more freely, risk more without consequences, and experience fun and success. These strategies can be applied in the classroom where the student can experience the joy and exploration of play, which promotes rethinking traditional forms and development of creative solutions. By reformulating learning as active, not passive; as fun, not drudgery; games, when used within the classroom, create an engaging and innovative learning environment. Games incorporated into the classroom experience challenges and combine new ways of viewing and understanding. Classroom games develop critical thinking and collaboration, which can easily be integrated into interactive handouts, group quizzes, trivia, matching games, and other competitions. Games can be useful in developing cognitive learning skills, but the ability of games to provide fun and engagement helps students to develop affective learning. However, the real benefit of games is how they mirror reality in a safe environment and allow game players to reimagine time, space, and outcomes. In addition, by playing games students collaborate to build twenty-first century skills.

Keywords: Active Learning, Games, Play, Experiential Learning

The International Journal of Educational Organization and Leadership, Volume 23, Issue 2, June 2016, pp.15-21. Article: Print (Spiral Bound). Published online: May 6, 2016 (Article: Electronic (PDF File; 538.237KB)).

Prof. Courtney Marchese

Assistant Professor, Interactive Digital Design, Quinnipiac University, Milford, CT, USA

Peggy Bloomer

Adjunct Professor, Interactive Digital Design, Quinnipiac University, Clinton, CT, USA