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Gaming and Social Networking in High School

Gaming and Social Networking in High School

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Professional Development

Professional Development

Medium

Created by

ANNA NOLE

Used 6+ times

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6 Slides • 10 Questions

1

​Gaming and Social Media in High School

This lesson and assessment will be on using online gaming applications and social media in the high school classroom. ​

2

Poll

Pre Assessment: How comfortable do you feel using social media and gaming in your classroom?

Extremely comfortable, I use it all the time

Somewhat comfortable, I've been interested for awhile now

Uncomfortable, I do not see the need/purpose for it in the classroom

3

Benefits of Gaming in the Classroom

Digital ​Literacy

-Game-based learning provides students with the opportunity to improve their digital literacy by teaching them how to use a mouse and keyboard, general internet navigation, and how to use a trackpad (Learning Lands, 2020).

-Student gain skills such as problem solving, analytic thinking, collaboration, and creativity when playing games (Learning Lands, 2020).

Social and Soft Skills

-Games can promote soft skills such as communication, team collaboration, and leadership (Learning Lands, 2020). ​

-Players often work together or compete against each other, which refines their ability to develop relationships and translates to better self-esteem, motivation and engagement (Learning Lands, 2020).​

4

Fill in the Blank

Two benefits of game-based learning in the classroom are digital literacy and soft and _______skills.

5

Multiple Choice

Which of the following is a skill students do not develop by playing games in the classroom?

1

problem solving

2

analytic thinking

3

collaboration

4

creativity

5

None of these. They are all skills developed from game play in the classroom.

6

Open Ended

In your own words, what are some benefits to using game play in the classroom?

7

​Benefits of Social Networking in the Classroom

Communication Channel

-​Social media allows all users to effectively communicate. Social Media can be used as a way for students to communicate with their teachers, but also their peers and other students in different areas (Gola, 2020)

-Students become active participants rather than passive consumers of content (Gola, 2020).​

Research Tool

-Information is constantly flowing on social media. Students and teachers can quickly and easily find high authority research material using social media (Gola, 2020).

-Using platforms like Twitter, Facebook, Instagram, and YouTube, teachers and students can find relevant material on any topic (Gola, 2020).

-Joining groups related to topics can also increase knowledge and be used as a research tool (Gola, 2020).

-It also provides teachers an opportunity to talk about reliable sources and how everything on the internet is not always true.​

​Other benefits include but are not limited to: learn new digital literacy skills, improve knowledge retention, build community, become an effective member of an online community, improve student attitudes towards content, digital citizenship, global competency (University of Toronto, 2022).

8

Fill in the Blank

When using social media, students become _______ participants rather than passive consumers.

9

Multiple Choice

What is another benefit of using social media in the classroom besides improving communication and research?

1

new digital literacy skills

2

improve knowledge retention

3

build community

4

become an effective member of an online community

5

All of these.

10

​Ethical Implications

Use for Wrong Reason

-Students are on social media and gaming all the time, but for different reasons than education, creation, and consumption. To use social media and gaming as a true digital citizen, teachers need to model and use social media and gaming in a pro-social, creative, and responsible way (Higgin, 2017).

Parental Consent

-It is extremely important that teachers receive parental consent when/if they start using social media in the classroom (Higgin, 2017).

-"Parental consent is assent on the part of the parent or parents of a minor child which allows the child to engage in certain activities" (McMahon, 2022).

Protect Students

-Don't share students' faces or names without parental consent.

-Don't make any grades, assessments, or any other part of a students educational record public to the community or to the other students.

Equitable Access

-Teachers need to make sure that all students have the same access to social media and gaming. If required to use at home, all students should be able to complete.

11

Fill in the Blank

______________ is assent on the part of the parent or parents of a minor child which allows the child to engage in certain activities.

12

Multiple Choice

When modeled correctly, teachers can show students how to be true _______ citizens online when using social media and gaming.

1

online

2

digital

3

superb

4

respectful

13

​Safe and Acceptable Uses

Using online applications for review

-Using websites like Blooket, Quizizz, Kahoot, etc. are great for reviewing topics in the classroom. ​

​Using Online Applications for Pre tests/ Post test

-Just like using gaming websites for review, these websites can also be used to pre assess student knowledge before beginning a unit of study. Alternatively, these websites can also be used as a way to assess after a unit of study. ​

Use for Student Projects and Creativity

-Allowing students to create and make online review games can improve their engagement and content knowledge.

-Using games like Minecraft for projects can increase student engagement substantially. ​

Sharing Information

-Teachers and students can use social media to share across platforms with peers or other students around the globe. This allows them to learn from one another​

14

Open Ended

What are some other ways to safely use gaming and social media in the classroom? Please list your ideas.

15

Open Ended

What are some ways that you have already effectively used games and social media in the classroom?

16

​Gola, M. (2020, January 17). 15 benefits of using social media in education industry. Curvearro. https://www.curvearro.com/blog/15-benefits-of-using-social-media-in-education-industry/

​Higgin, T. (2017, September 19). Protecting student privacy on social media. Edutopia. https://www.edutopia.org/article/protecting-student-privacy-social-media

​Learning Lands. (2020, May 4). The benefits of gaming in Education. Learning Lands. https://learn.culturalinfusion.org.au/the-benefits-of-gaming-in-education/

​McMahon , M. (2022, October 4). What is parental consent? My Law Questions. https://www.mylawquestions.com/what-is-parental-consent.htm

​University of Toronto. (2022, October 1). Teaching with social media. Centre for Teaching Support & Innovation. https://teaching.utoronto.ca/resources/teaching-with-social-media/

​References

​Gaming and Social Media in High School

This lesson and assessment will be on using online gaming applications and social media in the high school classroom. ​

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