The Power of Fun Online Educational Games That Students Will Want to Play Again and Again!


In a world where technology is becoming increasingly integrated into daily life, online games have emerged not only as a form of entertainment but also as powerful educational tools. Here are three amazing games that students will want to play over and over again! The games are structured for education and motivation. Gaming has paved the way for a new approach to learning that is engaging, interactive, and effective educational tools that can be self-paced.

*For information on applications, costs, and classroom designs, please view the bottom of the page for more details.

Enhancing Education Through Online Gaming



Online games have the unique ability to deliver educational content in an immersive and interactive way. Teachers encounter many problems and one of them is holding the attention spans for young students. But incorporating educational concepts into game mechanics, players are not only entertained but also challenged to think critically and problem-solve according to one study, online games held the attention span longer than regular classroom instruction (Lin et al., 2019). This fusion of education and entertainment has been shown to improve information retention and understanding, providing a more engaging learning experience compared to traditional methods (Eva, 2024).

One key aspect of online gaming is its adaptability to different learning styles. Online games are becoming increasingly complex to deliver instructional education (Ghatak et al., 2023). Games can be customized to cater to individual preferences and abilities, allowing learners to progress at their own pace. From math puzzles to language learning adventures, online games cover a wide range of subjects and topics, making learning fun and accessible for players of all ages.

Motivation is a crucial factor in the learning process, and online games excel in keeping players engaged and eager to progress (Eva et al., 2023). Through the use of rewards, achievements, and challenges, games provide immediate feedback and reinforcement that encourages players to keep learning and improving. The sense of accomplishment and mastery that comes from overcoming obstacles within a game can boost self-confidence and motivation, driving players to tackle more challenging tasks (Eva, 2023).

Unlocking the Zoo Using ThingLink

LINK FOR THE INTERACTIVE ZOO

Welcome, young adventurers, to a thrilling journey through the mystical realm of zoo animals! Embark on an exciting expedition as you explore the wonders of the animal kingdom, right from the comfort of your own classroom. Gear up and get ready for an experience unlike any other – it’s time for the Online Zoo Passport Challenge!

Imagine having the zoo at your fingertips, each exhibit a gateway to a world brimming with exotic creatures and fascinating facts. Your mission, should you choose to accept it, is to dive deep into the lives of these magnificent animals through a series of captivating videos and don't forget to download the corresponding worksheets.

ZOO LINK LINK FOR WORKSHEET LINK FOR WRITING ASSIGNMENT



Your journey begins with the regal lions, rulers of the savannah. Learn about their majestic mane, impressive roar, and powerful hunting skills. With each stamp on your virtual passport, will get you closer to getting a free item at the gift shop. Visit the link for ideas to purchase for your students!

ZOO LINK GIFT SHOP IDEAS

Venture into the enchanting world of elephants, gentle giants with hearts as big as their ears. Witness their playful antics, strong family bonds, and remarkable intelligence. As you write facts on your worksheet your teacher will stamp your worksheet! Collect stamps for a free item at the gift shop. Remember teachers to purchase a gift earlier before the day of the zoo interaction game.

LINK TO THINGLINK


iREADY FOR INTERACTIVE LEARNING

The game based learning of iReady is great for collecting coins by passing lessons. The coins can be used in the game room. As students pass lessons the teacher can monitor progress and view adaptive assessments. This is beneficial because online math games improve mathematical ability in students (Bahauddin et al., 2019). Another benefit for students who are gifted is they can move up grade levels online. Other students who are struggling can have "at their level learning." The games are fun and enchant students with a quest for knowledge by creating a fun learning environment. With each completed lesson the student gains personalized instruction and teachers are given assessment abilities and worksheets to help students learn outside of the online program. Another great step in instruction through iReady allows teachers to group students for small group assignments. The iReady algorithm groups students through their assessments and learning goals to help the teacher become closer to unlocking the skills and needs of the student.



Dive into the online experience and let the wonders of the fun characters of iReady unfold before your eyes. With a seamless blend of education and entertainment, the fun alien characters provide unique opportunities to learn about math and reading from games and puzzles. Are you ready to embark on a virtual journey?

LINK TO iREADY

EPIC READING FOR THE LOVE OF READING

As we embrace the infinite possibilities of reading opportunities visit the EPIC reading center, it becomes clear that the future of learning is bright and full of exciting opportunities. Teachers can assign books and students can read and gain accessories for their avatars. Students can become inspired by seeing what other students are reading. Students with disabilities and autistic students benefit from online reading program (Grindle et al., 2020). Overall this Epic journey of reading will create a generation of lifelong learners who approach reading with enthusiasm, curiosity, and a sense of adventure.

LINK TO EPIC


Epic offers a world of educational experiences that are both enriching and adventurous. Offering students the choice of "being read to" or choose to "read on your own." Students can find inspiration and unlock their full potential of learning. One study showed the benefits of reading online for English Language Learners because of the ease of reading tools offered (Yaghi, 2023). The transformative power to create a generation of enthusiastic, motivated, and empowered readers!

All About The Application Process

It is important to understand the connectivity for your network. ThingLink will work with anyone who has the link and internet access over 2Mpbs. This is a a great option for Google classrooms. iReady will need to be ordered and classrooms uploaded with a separate login for each student. It will take a lot of work and time, but it is worthwhile. The connectivity requirements are 1Mbps per student but 2Mbps is recommended. Epic login requires the teacher to activate it for the class and type in each students name before giving students the class code. The anytime access allows exploring over bandwidth internet connection over 2Mpbs.

Integration is required for ThigLink and Epic with a direct link. iReady will require a browser download and file transfer. Windows, Chrome or MacOS are required for integration of supported browsers and operating systems.

COST

ThingLink

$60 per year

iReady

$30 pers student

epic

$72.99

SUPPROT LINKS

Support links are provided for each online interactive games. Most educators find it helpful to view the information page and the "frequently asked questions." The best way to learn is through ideas provided by educators, YouTube, and online learning from tutorials provided on each site. Epic and ThingLink have a "help site" that is not necessarily a tutorial but more of a center for instructions on using the website. iReady has an online tutorial and service desk you can call with questions.

CLASSROOM DESGIN

Classroom design is useful for both online learning or in the classroom. There are drawbacks to iReady assessments as the student may click through the assessment and not do it correctly. There are systems that flag the teacher with a notification if the student is speedily working through the assignment. On the other hand, Epic will not count the book as "read" if the pages are turned at an accelerated rate. This ensures that the student completed the assignment correctly. ThingLink will allow the capture of the content the student viewed if you pay for the upgraded version for your classroom.

Keywords: education, motivation, online gaming

References

Bahauddin, A., & Setyaningrum, W. (2019/10). Teacher’s and prospective-teacher’s perceptions of mobile math game “Proadventure” implementation in mathematics learning. Journal of Physics: Conference Series, 1320(1)https://doi.org/10.1088/1742-6596/1320/1/012080

Eva, F. L., Firdaus, M., & Yukamana, H. (2024). The Relationship among Seventh Grade Students' Participation in Online Games, English Vocabulary Mastery, and Learning Motivation. Journal of English Teaching, 10(1), 76-91. https://go.openathens.net/redirector/liberty.edu?url=https://www.proquest.com/scholarly-journals/relationship-among-seventh-grade-students/docview/3040248805/se-2

Ghatak, A. (2023/10/03). Online learning a game changer in bridging skill gap. Dataquest, https://go.openathens.net/redirector/liberty.edu?url=https://www.proquest.com/trade-journals/online-learning-game-changer-bridging-skill-gap/docview/2871951557/se-2

Grindle, C., Kurzeja, O., Tyler, E., Saville, M., Hughes, J. C., Hastings, R. P., & Brown, F. J. (2020). Teaching Children with Autism Reading Comprehension Skills Using Online Reading Instruction: Preliminary Evaluation of Headsprout Reading Comprehension. Journal of International Special Needs Education, 23(1), 1-12. https://go.openathens.net/redirector/liberty.edu?url=https://www.proquest.com/scholarly-journals/teaching-children-with-autism-reading/docview/2458995508/se-2

Lin, Y., Hsieh, Y., Hou, H., & Wang, S. (2019/09). Exploring students’ learning and gaming performance as well as attention through a drill-based gaming experience for environmental education. Journal of Computers in Education, 6(3), 315-334. https://doi.org/10.1007/s40692-019-00130-y

Yaghi, E. T. (2021). The Impact of Metacognitive Online Reading Strategies on Online Reading Disposition of Saudi EFL Learners. Arab World English Journal, , 364-380. https://go.openathens.net/redirector/liberty.edu?url=https://www.proquest.com/scholarly-journals/impact-metacognitive-online-reading-strategies-on/docview/2595808415/se-2








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