scholarly journals Using Games To Increase Active Learning

Author(s):  
Jacqueline M. Ritzko ◽  
Sherry Robinson

This paper will identify and describe two learning games that have been effectively used to spark interest and enthusiasm and to increase active learning in undergraduate business courses. Many current undergraduate college students have grown up with TV game shows, interactive video games, and the Internet as forms of entertainment and education. In comparison to these fast-paced, interactive mediums, a traditional lecture class can seem dull. The use of in-class games is one way to increase student engagement with the class and relevant material.

2020 ◽  
Vol 19 (4) ◽  
pp. ar50
Author(s):  
Karen S. McNeal ◽  
Min Zhong ◽  
Nick A. Soltis ◽  
Lindsay Doukopoulos ◽  
Elijah T. Johnson ◽  
...  

Skin biosensors were used to measure student engagement in an introductory biology classroom. One section of the class was taught with active-learning approaches, the other with traditional lecture. Results from galvanic skin response devices indicated students in the active-learning classroom were more engaged than those in the traditional lecture.


2021 ◽  
Author(s):  
Gao Mingxuan ◽  
Chen Xiaotong ◽  
Lu Yongyi ◽  
Xiao Jiyu ◽  
Hu Hongji ◽  
...  

2018 ◽  
Vol 42 (1) ◽  
pp. 99-103 ◽  
Author(s):  
Lara D. LaDage ◽  
Samantha L. Tornello ◽  
Jennilyn M. Vallejera ◽  
Emily E. Baker ◽  
Yue Yan ◽  
...  

There are many pedagogical techniques used by educators in higher education; however, some techniques and activities have been shown to be more beneficial to student learning than others. Research has demonstrated that active learning and learning in which students cognitively engage with the material in a multitude of ways result in better understanding and retention. The aim of the present study was to determine which of three pedagogical techniques led to improvement in learning and retention in undergraduate college students. Subjects partook in one of three different types of pedagogical engagement: hands-on learning with a model, observing someone else manipulate the model, and traditional lecture-based presentation. Students were then asked to take an online quiz that tested their knowledge of the new material, both immediately after learning the material and 2 wk later. Students who engaged in direct manipulation of the model scored higher on the assessment immediately after learning the material compared with the other two groups. However, there were no differences among the three groups when assessed after a 2-wk retention interval. Thus active learning techniques that involve direct interaction with the material can lead to learning benefits; however, how these techniques benefit long-term retention of the information is equivocal.


Author(s):  
Jonathan Weinel

This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.


2021 ◽  
pp. 004723792110170
Author(s):  
Steve Sussman ◽  
Jennifer B. Unger ◽  
Cynthia Begay ◽  
Lou Moerner ◽  
Claradina Soto

The present study investigated the prevalence and co-occurrence of addictions to tobacco, alcohol, other drugs, food/eating, the internet, texting, video games, shopping, love, sex, exercise, work, and gambling among American Indian (AI) youth in California. As with previous work in other cultural groups, the most prevalent addictions were love, internet, and exercise, though prevalence and co-occurrence of these addictions were relatively high among AI youth. A negative life events measure was associated with all the addictions, suggesting that life stressors are associated with high rates of multiple types of addictions among AI youth. There is a need for more research to better understand the relations of life stressors with multiple addictions among AI youth as well as how to remediate these behaviors.


2020 ◽  
Vol 02 (01) ◽  
pp. 2050005
Author(s):  
Shen Yong Ho

It is well known among educators that carefully planned Physics demonstrations incorporated into lessons can enhance the teaching and learning of Physics. However, there are also everyday life events, such as car crashes and lightning strikes that also aptly demonstrate concepts in Physics but cannot be easily recreated in class. Today, many of these events are captured on video and are easily available on the internet. To facilitate teachers to find what they need, we classify online videos useful for Physics teaching into six broad categories. Some of these videos can be more useful than traditional lecture demonstrations in providing relevant contexts for introducing Physics concepts. We will also discuss some principles for designing class activities to help students make sense of the underlying Physics in the videos.


2010 ◽  
Vol 43 (04) ◽  
pp. 759-765 ◽  
Author(s):  
Mark Lawrence Schrad

AbstractInformation and communication technology (ICT) programs like Microsoft PowerPoint and Apple Keynote have become the norm for large university lecture classes, but their record in terms of student engagement and active learning is mixed at best. Here, the author presents the merits of a “populist” lecture style that takes full advantage of the variety of features available from the latest generation of ICT programs. Based on visual variety, audio and visual sound bites, and the incorporation of humor and pop-cultural references, this populist approach not only facilitates greater student attention and engagement with the class materials, but also offers unmatched opportunities for extending student learning beyond the confines of the large lecture hall.


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