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Practice Listening: Multiple Choice, Multiple Answers ID: #37027 Short Classroom and games
Instructions ›
Listen to the recording and answer the question by selecting all the correct responses. You will need to select more than one response.
Of course, trying to co-opt games into the classroom is not without problems. For one, the games are built to obsess users - getting them so absorbed that turning away is a real problem. Engagement can be great - up to a point. Getting children to turn back to mainstream educational methods can be difficult and introducing such a youth culture into the classroom can be an issue - pupils may take it less seriously and parents could be horrified. The selection of games too can be an issue. But gaming companies and schools are already working together on a project called Teaching with Games which will test the use of commercial computer games The Sims and its follow-ups, Roller Coaster and Knights of Honour, and help develop lesson plans to support the use of these and other games. It is due to conclude at the end of this year. By then, we may already be further on the road to blurring the edges between gaming and learning just a little more.

According to the passage, what are some challenges and potential concerns associated with incorporating games into the classroom for educational purposes? Select THREE correct answers.

* Click on the correct answers

Result:

AI explanationShows the answer. Tap to open.
Option 1: "Games are designed to be highly engaging and might distract students from traditional educational methods."

Explanation: This option is correct as the text states that games are built to obsess users, which implies they can distract students from traditional educational methods. The phrase 'turning away is a real problem' supports this idea, indicating that the engaging nature of games can lead to difficulties in refocusing on mainstream education.

Option 2: "Students may find it difficult to turn away from games, leading to decreased focus on mainstream education."

Explanation: This option is correct because the text explicitly mentions that getting children to turn back to mainstream educational methods can be difficult. This aligns with the idea that students may struggle to disengage from games, thus affecting their focus on traditional education.

Option 3: "Introducing gaming culture into the classroom may not be taken seriously by students and parents."

Explanation: This option is correct as the text discusses concerns that pupils may take gaming culture less seriously and that parents could be horrified. This indicates a potential lack of seriousness regarding the incorporation of gaming into the classroom.

Option 4: "The selection of suitable educational games is limited, making it difficult to find appropriate options."

Explanation: This option is incorrect because the text does not state that the selection of suitable educational games is limited. Instead, it mentions that the selection can be an issue, but does not imply a lack of options. Therefore, this statement does not accurately reflect the text.

Option 5: "Collaborative efforts between gaming companies and schools aim to test and develop lesson plans using commercial computer games."

Explanation: This option is incorrect as it misrepresents the focus of the collaboration. While the text mentions that gaming companies and schools are working together, it does not highlight this as a challenge or concern, but rather as a positive initiative. Thus, it does not fit the question about challenges.

Option 6: "The project 'Teaching with Games' is focused on using video games exclusively for entertainment rather than for learning purposes."

Explanation: This option is incorrect because the text clearly states that the project 'Teaching with Games' aims to test the use of commercial computer games for educational purposes, not exclusively for entertainment. This contradicts the claim made in the option.

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