I read the article "
Using Games to Enhance Student Achievement" by Robert Marzano.
This article discussed the benefits of using games in the classroom, specifically the gains in student achievement and the key elements that must occur in order for classroom games to be successful. Marzano emphasized four main points:
#1. Use Inconsequential competition - competition is good to keep students interested in the game, but it's most effective when the reward for winning is something small, like a coupon for juice from the vending machine rather than grade points.
#2. Target Essential Academic Content - games will have the most effect when they deal with relevant information.
#3. Debrief the Game - rather than just finishing the game and moving on to the next thing, talk to the students about what they struggled to answer - either let them ask questions, or prompt them based on your observations.
#4. Have Students Revise Their Notes - Give students a chance to review their notes to make corrections based on new understandings they may have come to during the game.
While this article may not have spoken directly to what we all may think of as "technology" in the classroom, I think the principles can be applied. For example, if a teacher allows their students time to play games on the computer, the teacher could have some type of point system for competition, make sure the game is pertinent to the current study, require some type of student response, and have students review their notes after playing the game.
From this article, I learned that technology, specifically games, do indeed benefit the students in a measurable way.