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Teacher Insights

Students Ask "Can We Play Games Today?" — And the Answer That Changed My Classroom

When students eagerly ask about games at the start of every class, it's a sign of an engaging classroom. A teacher shares how gamification transformed reluctant learners into enthusiastic participants.

11 min read

"Teacher, are we playing games today?" This question used to annoy me. I thought students just wanted to play, not learn. But after changing my perspective, I realized something profound: when students arrive excited and eager to "play," that's actually a sign of an engaged, positive classroom. This article shares my journey from being a "strict" teacher to creating lessons students genuinely look forward to.

When Students Dreaded Coming to Class

In my first year of teaching, I was proud of how orderly my classroom was. Students sat quietly, no one dared to talk. But I also noticed: they arrived with sad faces, constantly glancing at the clock waiting for class to end.

"Strict teacher = good classroom" — I used to believe this wholeheartedly.

Until one parent told me: "My child is scared to go to school. She says class isn't fun at all."

That statement hit me like cold water. I was creating an environment where students feared learning, not one where they wanted to learn.

The Question That Changed Everything

I started experimenting: incorporating small games into my lessons. A random name picker to call on students. Team races for group competitions.

The first class was... explosive. Students laughed, cheered, competed to raise their hands. I panicked, worried about losing control.

But something magical happened the next class. When I walked in, students were already sitting properly and immediately asked: "Teacher, are we playing games today?"

They started arriving earlier. Preparing their work at home. Staying focused because they might be called up to "play." That's when I understood: motivation to learn doesn't come from fear — it comes from genuine interest.

"Playing Games" But Actually Learning

Many colleagues asked me: "If you're playing games all the time, when do you actually teach?"

This is the biggest misconception. The "games" in my classroom aren't mindless video games. They are:

Magic Hat (Random Name Picker): A randomizer that selects students to answer questions. Everyone stays focused because they could be called at any moment.

Duck Race (Team Competition): Teams compete against each other. When a team answers correctly, their duck moves faster. Students prepare their work to help their team win.

Flash ZAN (Mental Math Challenge): Mental calculation practice disguised as a challenge. Students practice math while thinking they're "playing a game."

Random Picker (Oral Quiz): Fair oral examinations. Everyone must prepare because anyone could be selected.

All of these are LEARNING ACTIVITIES that have been gamified — adding game elements to create engagement and excitement.

Did Academic Results Suffer?

This is the question I asked myself — and get asked — the most.

After one year of implementation, I compared results:

Test Scores

  • Class average increased by 0.5 points (on a 10-point scale)
  • Number of struggling students decreased by 30%
  • Number of high-achieving students increased by 20%

Learning Attitudes

  • 90% of students said they enjoyed coming to school
  • Homework completion rate increased by 40%
  • Students proactively asked questions more often

Classroom Behavior

  • Better punctuality (students wanted to arrive early)
  • Fewer reminders needed
  • Overall happier classroom atmosphere

Academic results didn't decline — they actually improved. Because students WANTED to learn, not FEARED having to learn.

Research Supports Gamification in Education

My classroom observations align with educational research. Studies show that gamification can:

  • Increase student engagement by up to 60%
  • Improve information retention by 20-40%
  • Reduce anxiety around challenging subjects
  • Build positive associations with learning
  • Develop healthy competition and collaboration skills

The key insight: game elements tap into intrinsic motivation — the natural human desire for achievement, competition, and fun.

5 Ways to Create Lessons Students Look Forward To

Based on my experience, here are the core principles that make gamified learning effective:

1. Surprise: Don't let students know in advance what game you'll play. "Today I have a surprise for you" — this phrase creates anticipation.

2. Fairness: Every student should have an equal opportunity. Random pickers ensure no one is forgotten or always picked.

3. Appropriate Challenge: Too easy is boring, too hard is discouraging. Adjust difficulty so everyone has a chance to succeed.

4. Recognition: Praise students immediately when they do well. A round of applause, a "star" on the board — these small gestures create motivation.

5. Connection to Learning: "Games" must serve learning objectives. Don't play just to play — play to learn.

When Colleagues Are Skeptical

Not everyone supported this teaching approach. I heard comments like:

*"Playing games all the time — when do you actually teach?"* → I invited them to observe my class. They saw: games only took 5-10 minutes, the rest was lesson content. But those 5-10 minutes created enthusiasm for the remaining 40 minutes.

*"The class is too noisy, no discipline!"* → A classroom that's noisy from enthusiasm is different from one that's chaotic from lack of discipline. When I need silence, I just signal, and students quiet down immediately because they want to keep "playing."

*"Students only want to play, not learn!"* → Wrong. Students want ENGAGING EXPERIENCES. If learning is an engaging experience, they'll want to learn.

After some time, many colleagues started asking me how to do it.

The Tools I Use Every Day

I couldn't do this without supportive tools. Here's what I use daily:

SoroKid Toolbox:

  • Magic Hat: Call on students fairly
  • Duck Race: Team competitions
  • Flash ZAN: Warm-up at the start of class
  • Timer: Time management
  • Random Picker: Oral quizzes
  • Lucky Light: End-of-class games

All free, no ads, beautifully designed. I just open the website, choose a tool, and start.

No need for complex PowerPoints. No preparation the night before. Everything is ready in just 30 seconds.

Common Mistakes When Implementing Gamification

Through my experience and observing other teachers try gamification, here are pitfalls to avoid:

  • Over-gamifying: Not every moment needs to be a game. Use strategically
  • Ignoring learning objectives: Games must reinforce what you're teaching
  • Unfair systems: If the same students always win, others lose motivation
  • Complex rules: Keep game mechanics simple so focus stays on content
  • No reflection: Always connect game outcomes back to learning

Advice for Teachers Who Want to Change

If you want students to ask "Are we playing games today, teacher?", here's a roadmap:

Week 1-2: Experiment Choose just 1 tool (I recommend the Magic Hat/Random Name Picker). Use it for 5 minutes at the end of class. Observe student reactions.

Week 3-4: Expand Add 1-2 more tools. Use them at different times: beginning, middle, end of class.

Month 2: Build Habits Students start to anticipate. You adjust to fit your specific class.

Month 3 onward: Get Creative Combine multiple tools. Create "special days." Let students make suggestions.

The most important thing: START. Don't wait for perfection. Take it slow, adjust as you go.

The Real Measure of Success

Years later, I still remember the moment that confirmed I was on the right track.

A former student, now in middle school, saw me and said: "Teacher, I still remember when we used to race the ducks! Math class was never boring with you."

That's when I knew: the question "Can we play games today?" wasn't about avoiding learning. It was about loving it.

💡

Start Creating Engaging Lessons Today — Discover free interactive teaching tools that turn ordinary lessons into experiences students look forward to. No prep time needed.

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Frequently Asked Questions

Will I get in trouble for playing games in class?
Not if your "games" are gamified learning activities with clear educational objectives. Administrators appreciate engaged classrooms with active participation. The key is that games serve learning goals, not just fill time. Frame it as 'active learning' or 'gamification' — it's a recognized modern teaching methodology.
How do I keep the class from getting out of control during games?
Set clear rules: "When I raise my hand, everyone is silent." Award points to teams that maintain order. If it gets too loud, stop the game immediately — students will self-regulate because they want to keep playing. The desire to continue playing becomes your classroom management tool.
Should I use games in every lesson?
Not necessarily. 2-3 sessions per week with game activities is enough to create engagement. The important thing is that students know there might be a surprise, so they stay focused and prepared. Over-gamification can reduce the special effect.
Can struggling students participate?
Yes, and you should encourage it. Choose questions appropriate to their level. Praise effort, not just correct answers. Tools like random name pickers give equal opportunity to everyone. When struggling students succeed in the game context, it builds their confidence.
How do I convince my principal or administrators?
Invite them to observe your class to see the results firsthand. Present data: test scores, learning attitudes, parent feedback. Emphasize that this is 'active learning' — a modern educational approach, not just 'playing games.' Use terms like 'student engagement' and 'intrinsic motivation.'
What if I don't have technology in my classroom?
You can start with non-tech options: physical spinners, name cards in a jar, or simple point systems on the whiteboard. However, free tools like Sorokid Toolbox work on any smartphone or tablet connected to a projector, making implementation easy and professional-looking.
How much class time should games take?
Typically 5-10 minutes per class is sufficient. Use 2-3 minutes for warm-up games, 5 minutes for practice activities, and 2-3 minutes for wrap-up competitions. The brief game time creates energy that sustains engagement throughout the rest of the lesson.
What subjects work best with gamification?
Math is particularly well-suited due to its clear right/wrong answers and competitive elements. But gamification works in any subject: vocabulary review in language arts, timeline races in history, element competitions in science. The key is matching game mechanics to your learning objectives.
How do I handle students who don't want to participate?
Start with low-stakes participation. Let reluctant students watch first, then join teams where they're not individually spotlighted. Some students need time to feel safe. Offer different roles — timekeeper, scorekeeper — until they're comfortable with direct participation.
Can gamification work with online/remote teaching?
Absolutely. Digital tools like random pickers, timers, and team scoreboards work even better in virtual settings. Screen sharing makes it easy for everyone to see. Many teachers found gamification essential for maintaining engagement during remote learning periods.