Students excitedly participating in educational game activity in classroom
Teacher Insights

Educational Games in the Classroom: From Skeptic to True Believer

I thought games made students distracted. But when I tried them properly, games became my most effective teaching tool. Here's how a skeptical teacher became a game-based learning advocate.

14 min read

'Why are you letting them play games in class?' A parent once asked me with concern. I understood—because I used to think the same way. For years, I believed classrooms were for serious learning and games were for recess. Then I tried game-based learning properly, and I realized: games done right don't distract students—they help students learn better than traditional methods ever did.

I Used to Be Against Games in Class

Let me be honest: I was a traditionalist. I believed classrooms should be serious. Games were entertainment. The two shouldn't mix.

When I saw colleagues using Kahoot or classroom competitions, I thought they were 'taking the easy way out' or 'pandering to students.' Real teaching, I believed, meant lectures, practice problems, and discipline.

But then I hit a wall. My students were increasingly disengaged. They'd look at me but their minds were elsewhere. Review sessions became naptime. Test anxiety was through the roof. Something had to change.

My First Experiment With Games

Reluctantly, I tried a simple review game before a unit test. Just Kahoot with 15 questions covering the material. I expected chaos.

What I got was shocking:

  • Students who never participated were shouting answers
  • The competitive energy was electric
  • Students were DISCUSSING concepts between questions
  • The 'cool kids' who normally disengaged were fully locked in
  • When the bell rang, they groaned—they wanted to keep playing

I'd never seen that reaction to a review session. Ever.

Why Games Work: The Science

My skeptic brain needed to understand WHY games worked. Here's what research shows:

1. Dopamine and Learning

Games trigger dopamine release through anticipation, challenge, and reward. Dopamine isn't just about feeling good—it enhances memory formation. Students literally remember better when they're enjoying themselves.

2. Active vs. Passive Learning

Lectures are passive—students receive information. Games are active—students must process, decide, and respond. Active engagement creates deeper neural pathways.

3. Low-Stakes Practice

In games, being wrong is just part of play. In traditional classrooms, being wrong feels like failure. Games let students practice without anxiety, which accelerates learning.

4. Immediate Feedback

Games provide instant feedback. Right or wrong, students know immediately. This tight feedback loop is far more effective than waiting days for graded papers.

How I Integrate Games Now

Warm-Up Games (5 minutes)

Quick competitions to activate prior knowledge before new lessons. Gets brains engaged and reviews yesterday's content.

Concept Check Games (mid-lesson)

After teaching a concept, quick game to assess understanding. If most students miss a question, I know to re-teach. Real-time formative assessment.

Review Session Games

Before tests, comprehensive game-based reviews. Students prepare more because they don't want to lose. Peer pressure works in your favor.

Reward Games

End-of-week fun games for classes that met behavior/achievement goals. Creates positive associations with learning.

Games I Actually Use

ToolBest ForTime Needed
KahootQuick competitive reviews5-15 min
QuizizzSelf-paced practice10-20 min
GimkitSustained engagement15-30 min
BlooketVariety of game modes10-20 min
Sorokid racesMath-specific competition5-15 min
Jeopardy (DIY)Comprehensive reviews20-45 min

Common Mistakes to Avoid

Mistake 1: Games Without Learning Goals

If the game doesn't reinforce curriculum, it's just entertainment. Always tie games to specific learning objectives.

Mistake 2: Using Games Too Often

Daily games lose their magic. Reserve them for specific purposes: reviews, checks, rewards. Scarcity maintains excitement.

Mistake 3: Ignoring Losers

Competition creates winners and losers. Make sure losing isn't humiliating. Celebrate participation, have multiple ways to win, rotate team compositions.

Mistake 4: Poor Classroom Management

Games can get loud. Establish clear rules BEFORE starting: acceptable noise levels, how to answer, what happens for rule violations.

Addressing Parent/Admin Concerns

'Students should learn to focus without entertainment'

True, but engagement drives learning. Games aren't replacing rigorous content—they're making rigorous content more accessible. Students still need to know the material to win.

'This seems like a waste of class time'

A 10-minute game that reviews 30 concepts with full class engagement is more efficient than a 30-minute review session where half the class tunes out.

'My child says class is 'just games' now'

Kids remember the fun parts. Games might be 20% of class time but dominate memory. The other 80% of instruction is happening—it's just less memorable to describe.

Results I've Seen

  • Test scores: 8-12% improvement on units taught with game-based review
  • Participation: Students who never raised hands now compete actively
  • Attendance: 'Is there a Kahoot today?' drives kids to not miss class
  • Homework completion: Students prepare more knowing there'll be competition
  • Class atmosphere: More positive, less dread around difficult topics
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My favorite moment: A student who had been failing told me, 'I actually studied for the first time because I didn't want to look dumb in Kahoot.' Competition motivated preparation that grades never could.

For the Skeptics

If you're where I was—doubtful, traditional, worried about 'dumbing down' education—I get it. Here's my challenge: try ONE game-based review before your next test. Just one. Watch what happens. Then decide.

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Using games doesn't mean abandoning rigor. It means meeting students where they are and using every tool available to help them learn. The content stays challenging; the delivery becomes more engaging.

Frequently Asked Questions

Don't games favor fast students over deep thinkers?

Some games do. Balance with games that reward accuracy over speed, allow more think time, or have different winning criteria. Vary game types to serve different learner profiles.

How do I handle students who get upset about losing?

Normalize losing as part of games. Celebrate improvement, not just winning. Use team games so individual performance is buffered. Rotate teams regularly. Have private conversations with highly competitive students about sportsmanship.

What about students with test anxiety—doesn't competition make it worse?

Surprisingly, low-stakes game competition often REDUCES test anxiety. Students get comfortable with the material through play, making actual tests feel less threatening. But watch for students who struggle with any competitive format and offer alternatives.

💡

Ready to try game-based learning? Sorokid offers educational games specifically designed for classroom use—math competitions, team races, and leaderboards that make learning engaging without sacrificing rigor.

Explore Classroom Games

Frequently Asked Questions

What is game-based learning?
Game-based learning uses game elements—competition, points, levels, rewards—to teach academic content. Unlike entertainment games, educational games are designed with specific learning objectives. Students engage with curriculum through gameplay rather than traditional instruction.
Are educational games effective for learning?
Research supports game-based learning's effectiveness. Games trigger dopamine (enhancing memory), require active rather than passive engagement, provide immediate feedback, and allow low-stakes practice. Studies show 8-15% improvement in retention compared to traditional review methods.
What are the best educational game platforms for teachers?
Popular options include Kahoot (competitive quizzes), Quizizz (self-paced), Gimkit (sustained play), Blooket (varied modes), and Quizlet Live (team collaboration). Each has strengths: Kahoot for excitement, Quizizz for homework, Gimkit for longer sessions.
How often should teachers use games in class?
1-3 times per week maintains novelty without overuse. Reserve games for specific purposes: warm-ups, concept checks, unit reviews, or earned rewards. Daily games lose their magic. Scarcity maintains engagement.
Do classroom games waste instructional time?
Well-designed educational games are highly time-efficient. A 10-minute game reviewing 30 concepts with full engagement beats a 30-minute lecture where half the class disengages. The key is tying games to clear learning objectives, not using games as filler.
How do games help students who struggle with test anxiety?
Low-stakes game practice familiarizes students with content in a non-threatening format. By the time actual tests come, material feels familiar, reducing anxiety. Games also normalize being wrong as part of learning rather than failure.
What's the difference between gamification and game-based learning?
Game-based learning uses actual games to teach content. Gamification adds game elements (points, badges, leaderboards) to non-game activities. Both increase engagement. GBL is more immersive; gamification is easier to add to existing curriculum.
How do I convince skeptical administrators about using games?
Share research on game-based learning effectiveness. Show specific learning objectives tied to games. Invite observation during game sessions. Present data comparing test scores between game-reviewed and traditionally-reviewed units. Frame games as instructional tools, not entertainment.
Won't games make students expect entertainment all the time?
Not if games are positioned as one tool among many. Students understand that games are special activities, not the default. They still engage in regular instruction, reading, and practice. Games enhance rather than replace rigorous learning.
How do I manage classroom noise and excitement during games?
Establish rules BEFORE starting: acceptable volume levels, how to answer, consequences for violations. Use hand signals or attention-getters to regain focus between rounds. Practice transitions. Some teachers use 'voice level' indicators. Structure enables fun without chaos.