Student attitudes toward the use of games to promote learning in the large classroom setting

被引:12
|
作者
Grady, Sarah E. [1 ]
Vest, Kathleen M. [2 ]
Todd, Timothy J. [2 ]
机构
[1] Drake Univ, Coll Pharm & Hlth Sci, 2507 Univ Ave, Des Moines, IA 50311 USA
[2] Midwestern Univ Chicago, Coll Pharm, Downers Grove, IL USA
关键词
Millennials; Didactic lecture; Games;
D O I
10.1016/j.cptl.2013.01.008
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Objective: To evaluate student attitudes toward the use of games to promote learning when introducing the students to a brand new subject topic prior to a lecture, when reviewing a previously taught subject topic, or when being used as the sole method for teaching a new subject topic. Design.' "Who Wants to Be a Millionaire (R)", "Jeopardy (R)", and "Survivor (R)" games were utilized as a component of three of nine lectures in an advanced psychiatric pharmacy elective course. These games either replaced or supplemented traditional didactic lecture. A survey was administered during the final course session. Survey items ascertained if the games effectively introduced, reviewed, or taught different psychiatric topics. Survey items also assessed student attitudes toward learning style, group selection and availability of prizes. Assessment.' The majority of the students agreed that games were an effective way to promote learning when introducing and reviewing a topic. However, students indicated that they learn more from a traditional lecture versus a game format. Conclusion.' Using games as an adjunct to traditional lecture in the large classroom setting may be effective when introducing or reviewing a subject. Additional studies that assess the value of the game methodology when teaching a new subject need to be conducted. (C) 2013 Elsevier Inc. All rights reserved.
引用
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页码:263 / 268
页数:6
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