Teacher Directed Active Learning Games

2008 ◽  
Vol 37 (1) ◽  
pp. 3-18 ◽  
Author(s):  
Lori L. Scarlatos ◽  
Tony Scarlatos
2022 ◽  
Vol 4 (1) ◽  
Author(s):  
Paul Dean

An important part of learning within lectures and classrooms is active participation, but this is sometimes difficult in larger lecture rooms. Questioning students is also not very fruitful in larger rooms for many reasons and invariably results in a wall of silence. Playing active-learning games changes the student–teacher dynamic and energizes the lecture room, making the lecture more memorable and worthwhile for the students. In our microbiological lectures, particularly lectures on virology and immunology, students play the ‘catch-the-virus’ game. As all students are in the game together, there is a competitive edge, and students forget about the anxiety of the the lecture theatre. Importantly, because of the nature of the game, the entire lecture room is involved, including students in the back rows. Interestingly, the recent coronavirus disease 2019 (COVID-19) pandemic, and its impact on student lives, makes the catch-a-virus game even more poignant.


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.


2017 ◽  
Vol 85 (8) ◽  
pp. 814-825 ◽  
Author(s):  
Ajeng J. Puspitasari ◽  
Jonathan W. Kanter ◽  
Andrew M. Busch ◽  
Rachel Leonard ◽  
Shira Dunsiger ◽  
...  

2008 ◽  
Author(s):  
Lisa Wagner ◽  
Chandra M. Mehrotra
Keyword(s):  

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