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Empowering Language Learning: The Impact of Ed Tech Games on Student Autonomy

In the realm of education, the integration of technology has revolutionized the way students learn and teachers teach. One of the most innovative and engaging ways technology has been utilized is through educational games. These games have proven to be a powerful tool in empowering students to study more effectively, making learning enjoyable and meaningful. Let’s delve into how these ed tech games can be used, as well as when they should be avoided.


Engaging Learning Experience

One of the key benefits of using ed tech games is their ability to engage students in learning. Educational games are designed to be interactive and fun, making learning an enjoyable experience. This engagement can lead to increased study time as students are more willing to spend time learning when it feels like play. The more you can make studying feel like play, the more often students will be happy to do it.


Look at the pictures below for some examples of how I integrate these games into common language class topics (in this case, English as a Second Language, but it applies to any language class). I routinely use Blooket and Nearpod for two reasons. Firstly, these apps are free and there are already tons of fun quizzes shared by other teachers. But secondly, if you do want something tailor-made for YOUR students, you can easily make your own!


Finally, both Nearpod and Blooket have fun, engaging formats in the form of races, crypto hacks, and seasonal themes.





Personalized Learning

Ed tech games also offer a personalized learning experience. These games can adapt to the individual needs and learning styles of each student, providing targeted instruction and feedback. This personalization not only enhances the learning process but also motivates students to study more as they can see their progress and improvement over time. Below is a picture of how I make students aware of the ed tech study tools available to them before a test. This is from Canvas, but you can do the same with Google Classroom or a similar Learning Management System (LMS).



You can also assign a game (Blooket or Kahoot!, for example) as a homework or mandatory study tool and get reports on student progress.


Gamification of Learning

The concept of gamification, or using game design elements in non-game contexts, has been successfully applied in education. By incorporating elements such as rewards, challenges, and competition, ed tech games motivate students to study more and strive for excellence. These game mechanics tap into students’ intrinsic motivation, making them more eager to learn and study.

Below is an example from the app Read Theory (with student names redacted). If you have the premium version, you can create a competition for your students based on how many knowledge points they earn (essentialy how many comprehension questions they get correct). I made this competition for one week for both my beginner and advanced ESL students and I gave out small prizes to the top three students. You would not believe how adding a little competitive spice to the mix of everyday reading lit these kids up!


If you don't have Read Theory premium, you can still just look to see the highest points in your class, or you can use a similar application like IXL for Language Arts.


Collaborative Learning

Many ed tech games also promote collaborative learning, allowing students to work together towards a common goal. This fosters a sense of community and teamwork, encouraging students to study more as they support and learn from each other. Additionally, collaboration can make studying more enjoyable and engaging, further motivating students to invest time in their studies.

In conclusion, educational technology games are a powerful tool for empowering students to study more effectively. By providing an engaging, personalized, and gamified learning experience, these games motivate students to learn and study, making education more enjoyable and meaningful.


A way of using Ed Tech tools but also having students work collaboratively to practice their language skills is by having THEM create the games for their peers. This is very easy to do with Kahoot!. The format is student friendly and they are studying the material by creating the questions to ask their peers. By doing this, the students are truly taking control of their own learning.



A Note of Caution

I use all of the above-mentioned educational tech and games. However, I think it's important to note that you cannot simply rely on these and these alone to teach your students or to have them study. Handwritten work is still important. Significant amount of research show that physically writing something improves retention. Now, that doesn't mean don't use ed tech games in the classroom. Not at all. But use them when and as they make sense for reinforcing material. This is where your professional judgement as a teacher comes in.

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