Lucky Night Bingo

Tuesday, November 17, 2015

How does a bingo review game help teachers in the classroom

The bingo review game as used in classrooms is a fine example of gamification in the educational setting.  Gamification converts the learning process into one of play and competition, stimulating the appetite for both in the students and injecting new interest into the learning activity.  This often results in greater and more willing participation from students, who are not only challenged by the game but also entertained by it. 

The Bingo Review Game: Its Use and Appeal
The bingo review game is a simple one.  Students are handed out bingo cards where, instead of numbers, one may find words, numbers, and other elements that are central to a lesson being delivered.  If the lesson is one on vocabulary, for example, there will be vocabulary words on the bingo cards’ grids. 
As in traditional bingo, there is a caller (the teacher) whose call-outs tell students which spaces to mark on their grids in the race to get a straight line of marks (or bingo).  In the bingo review game, though, the caller usually does not call out the element itself but a hint or question that leads to it: the definition of a word, for instance, would be called out in our example.
That helps teachers test their students—it basically functions like an oral exam of sorts.  Since all students have to figure out, and then mark the appropriate answer to the question too, maximum classroom participation is ensured even if there is only one teacher and one question being called out at a time.  At the same time, it keeps students awake, as the exercise in learning is contained in terms they can more easily accept: fun and entertainment are central to educational gamification, where teachers may also introduce the enticement of rewards for the winners.  The fact that teachers can populate the grids on their bingo cards with just about anything gives the bingo review game the added appeal of flexibility.
 Other Games in the Classroom
The bingo review game is far from being the only example of popular games repurposed for educational usage.  Another is Jeopardy, and still another is the modified board game. 
It has become clear to a lot of educators that game models like these can aid them in their work.  Most students, when invited to comment, also voice approval of their usage.  This does not mean they can be forced to fit every lesson or setting, however. 
Using the bingo model as an example, one considers its awkwardness when used to review students’ understanding of complex concepts.  It would not be ideal either in lessons where the answers require significant time and effort to figure out—the immediacy of bingo is a great part of the game, after all.  By the same token, one cannot possibly use it (or not with great merit) in dissecting a philosophical theory.
But there are still a great many other lessons where games of this type may be helpful.  Educators at all levels—from those teaching kindergartners to those in universities—may very well benefit from incorporating gamification in their toolkit.  A well-rounded instructor does not just rely on simply throwing information or facts and figures to students.  Interaction and entertainment are still important parts of learning, as many who have tried the bingo review game may well attest.