Definitions
Research
Considerations
Implementation
Animal Groupings
100

Define student engagement. 

The mental state students are in while learning, representing the intersection of feeling and thinking (Barkley & Major, 2020, p. 6)

100

True or False: Most published counselor education articles about applying play and games are conceptual. 

True

100

Name one potential barrier for educators when considering utilizing play or games in classes.

-Bumping against educational norms 

-Time limitations 

-Preparation 

-Matching games and learning objectives 

-Transferability of game learning to real world application 

-Unhelpful competition 

-Potential of intimidation and vulnerability in learning 

-Student accessibility

-Student interest and appeal of play/games

-Class size and resources available 

100

True or False: Play and game are best applied in classrooms in in-person formats. 

False 

100

What is a group of giraffes called? 

A tower 

200

Define student motivation. 

Motivation is the inclination to act in a way that satisfies certain conditions, such as wishes, desires, or goals. It is theoretical constructed to explain the reason(s) we engage in a particular behavior. (Barkley & Major, 2020, p. 16)

200

True or False: Game players regularly exhibit persistence, risk-taking, attention to detail, and problem solving. 

True 

200

Name one potential accessibility consideration when utilizing play or games in classes.

-Digital literacy 

-Cultural backgrounds 

-Student understanding of game-based learning 

-Physical, mental, and emotional ability 

200

Reid (2001) described five basic characteristics of game play, what the they? 

(1) goal orientation; (2) competition; (3) interpersonal interactions; (4) rules; and (5) greater cognitive ability

200

What is a group of owls called? 

A parliament

300

Define playfulness

A state of mind or attitude; a willingness to accept and embrace the constraints of any activity, to try something new, to attempt something difficult where success is not guaranteed (Whitton and Moseley, 2019, p. 14).

300

What learning theory category is play and gamification in education rooted in? 

Constructivism 

300
Identify two ways utilizing play and games might differ in online, in-person, and hybrid formats. 

-Resources 

-Class structure (e.g., duration, educator autonomy)

-Classroom management (e.g., breakout rooms, small groups, assigning groups, educator availability) 

-Level of interaction

-Need for increased digital literacy in online and hybrid formats 

-Available adaptations 

300

What are ways to group students for in-class activities? 

Index cards 

Popsicle sticks or paper drawing 

Wheel of names 

Numbering off 

Categories: height, birthday month, middle initial, color of shirt or socks...

Random online assignment 

300

What is a group of frogs called? 

An army 

400

Define playful learning

Learning approaches and activities that use play tools such as games or play activities, embracing a spirit of playfulness that goes beyond the formal structures of adult learning and generates a mindset of possibilities that an individual can apply to any context (Whitton and Moseley, 2019, p. 15).

400

Name two potential benefits for students of play and games in higher education. 

-Increase student interest, motivation, and participation 

-Encourage creativity, risk-taking, critical thinking, and problem solving 

-Facilitates interaction, belonging, and deeper connections between faculty and students

-Challenges students

-Cultivates teamwork, collaboration, and consultation

-Promptes investigative skills, information evaluation, and decision making 

400

Brainstorm at least one consideration in selecting or creating a game for class. 

-Class format 

-Class size 

-Class content and objectives 

-Role and purpose of the game (e.g., review, collaboration, skill development) 

-Feedback incorporation 

-Accessibility and classroom environment 

400

Give two examples of trivia style games, which can be utilized in counselor education classes.

Kahoot!, MentiMeter, jeopardy, who wants to be a millionaire, deal or no deal, family feud 

400

What is a group of jellyfish called?

A smack

500

Define game-based learning 

The application of elements of gaming design and game mechanics in a non-game context. The game is the learning. Can be digital game-based learning or non-digital game-based learning. 

500

Name two potential benefits for faculty of play and games in higher education.

-Helps assess group learning 

-Allows educators to address a variety of class needs, learning styles, and abilities 

-Decreases student withdrawal and classroom pressure

-Enhances learning environment 

-Creates structure and adaptability

-Promotes in-class feedback opportunities 

500

Brainstorm at least one potential ethical consideration for utilizing play or games in classes. 

-Blurring or pushing boundaries 

-Aligned with course objectives 

-Protecting student data and privacy, if using digital games 

-Educator competency

-Permissions and access if using pre-created game

500

Give two examples of non-trivia style games, which can be utilized in counselor education classes.

Board games, Pictionary, charades, crossword puzzle, matching game, headbands, bingo, Jenga, values auction, online polls, playful ice breakers, children's books

500

What is a group of squirrels called? 

A scurry 

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