1) What are the benefits of using online games in the classroom? a) Online games are fun, entertaining, and familiar to kids, so they make learning more interesting and engaging. b) Online games can adapt to each student's strengths and weaknesses, which helps teachers and all kinds of learners. c) Kids who are playing games online aren't interacting and collaborating with other students in real life. d) Online games can be distracting and make regular lessons seem boring. e) Screen time at school can mean less physical activity, which is not good for kids' health and ability to learn. f) They are a great way for kids to learn to solve problems and strategize. 2) What are the disadvantages of using online games in the classroom? a) They are a great way for kids to learn to solve problems and strategize. b) Online games can be distracting and make regular lessons seem boring. c) Online games can adapt to each student's strengths and weaknesses, which helps teachers and all kinds of learners. d) Screen time at school can mean less physical activity, which is not good for kids' health and ability to learn. e) Kids who are playing games online aren't interacting and collaborating with other students in real life. f) Online games are fun, entertaining, and familiar to kids, so they make learning more interesting and engaging. 3) What is the Top Bun (Topic Sentence)? a) When students enjoy what they are doing, they naturally pay more attention, stay motivated, and remember information better. b) For example, instead of simply reading about ancient Greece in a textbook, students can explore history by building a 3-D monument in a colorful, interactive game. c) Online games should be used in classrooms because they make learning far more interesting and engaging for students d) This type of hands-on digital activity turns abstract ideas into something students can see, touch, and experiment with, which increases curiosity and participation. e) In other words, digital games used in class help create a more enjoyable and effective learning experience, making them a valuable tool in today's classrooms. 4) What are the Fillings (Supporting Details)? a) Online games should be used in classrooms because they make learning far more interesting and engaging for students. b) When students enjoy what they are doing, they naturally pay more attention, stay motivated, and remember information better. c) For example, instead of simply reading about ancient Greece in a textbook, students can explore history by building a 3-D monument in a colorful, interactive game. d) This type of hands-on digital activity turns abstract ideas into something students can see, touch, and experiment with, which increases curiosity and participation. e) In other words, digital games used in class help create a more enjoyable and effective learning experience, making them a valuable tool in today's classrooms. 5) What is the “Reason" in the Fillings (Supporting Details)? a) When students enjoy what they are doing, they naturally pay more attention, stay motivated, and remember information better. b) In other words, digital games used in class help create a more enjoyable and effective learning experience, making them a valuable tool in today's classrooms. c) For example, instead of simply reading about ancient Greece in a textbook, students can explore history by building a 3-D monument in a colorful, interactive game. d) This type of hands-on digital activity turns abstract ideas into something students can see, touch, and experiment with, which increases curiosity and participation. e) Online games should be used in classrooms because they make learning far more interesting and engaging for students. 6) What is the “Example" in the Fillings (Supporting Details)? a) Online games should be used in classrooms because they make learning far more interesting and engaging for students. b) When students enjoy what they are doing, they naturally pay more attention, stay motivated, and remember information better. c) For example, instead of simply reading about ancient Greece in a textbook, students can explore history by building a 3-D monument in a colorful, interactive game. d) This type of hands-on digital activity turns abstract ideas into something students can see, touch, and experiment with, which increases curiosity and participation. e) In other words, digital games used in class help create a more enjoyable and effective learning experience, making them a valuable tool in today's classrooms. 7) What is the “Explanation" in the Fillings (Supporting Details)? a) Online games should be used in classrooms because they make learning far more interesting and engaging for students. b) When students enjoy what they are doing, they naturally pay more attention, stay motivated, and remember information better. c) For example, instead of simply reading about ancient Greece in a textbook, students can explore history by building a 3-D monument in a colorful, interactive game. d) This type of hands-on digital activity turns abstract ideas into something students can see, touch, and experiment with, which increases curiosity and participation. e) In other words, digital games used in class help create a more enjoyable and effective learning experience, making them a valuable tool in today's classrooms. 8) What is the Bottom Bun (Concluding Sentence)? a) When students enjoy what they are doing, they naturally pay more attention, stay motivated, and remember information better. b) In other words, digital games used in class help create a more enjoyable and effective learning experience, making them a valuable tool in today's classrooms. c) For example, instead of simply reading about ancient Greece in a textbook, students can explore history by building a 3-D monument in a colorful, interactive game. d) This type of hands-on digital activity turns abstract ideas into something students can see, touch, and experiment with, which increases curiosity and participation. e) Online games should be used in classrooms because they make learning far more interesting and engaging for students.
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