Module 5 Response Q

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Module5Response.docx

Response #1 Gwen:

Educators have faced challenges in determining the appropriate teaching method to use in achieving effective and entertaining class for the past years. One teaching method that is increasingly becoming more popular is the use of games in the classroom. Over the years, games had limited use since it was considered a waste of time and of materials. However, as more students are focused on using technology, gaming has proven to be effective in the teaching arena. Resistance to learning was declining in academia, particularly as new research indicated that game-based education effectively improved academic outcomes (Loveless, 2021).

Based on my personal experience, I have observed that game-based methods are successful strategy in teaching and learning. This method stimulates the students to excel in a particular topic by trying to win the game. The full cooperation of the students is achieved, and the retention of information is much better. Introducing a certain game in the classroom motivates students to participate and stand out. My instructors copied the famous game Jeopardy during my nurse residency class, and we used buzzers for our answers. There was also a Kahoot game where students were asked multiple-choice questions accessed via a web browser or the app. The game was very stimulating as students could view score status on the bigger screen. Coming to class was never as exciting as before.

The most important feature of game-based learning is student engagement. Games can produce an emotional connection to the material, which raises the level of engagement that students feel in their class (Loveless, 2021). When there is an emotional connection, students are more motivated and will better retain information. According to a report released by three researchers, Vandercruysse, Vandeaetere, and Calrebout, game-based learning is correlated with improved attitudes towards subjects that often dislike, such as math (Loveless, 2021). It was also found out that game-based learning is effective in teaching complex topics such as diabetes. Through gaming, students have increased retention of science vocabulary and terminology.

As with other teaching methods, game-based learning also has its disadvantages. This fallout can include loss of interest after several game failures or poor mastery of technology. However, the overall impact of this learning method has been proven to help students that hurt them. It is always the best approach to start with simple games first and gradually increase to more complex ones encouraging students’ participation and motivation.

 Response #2 Samantha:

  One teaching method that I observed to be effective in encouraging active participation by the learner was a flipped classroom. The flipped classroom is a mixed learning model in which traditional concepts about homework and classroom activities are switched. A flipped classroom functions by allocating pre-class teaching and homework then spending class time completing collaborative, dynamic learning. Active learning approaches in a flipped classroom involve conversation, deliberation, and problem-solving. When utilizing these strategies, students must plan for the class by viewing education videos, reading textbooks, and examining ideas prior to coming to the classroom (Bastable, 2019). The flipped classroom method fosters the change from presenting information in a traditional lecture arrangement to a personal encounter. The change empowers students to become active in their thinking and practice. A flipped classroom is organized around the understanding that lecture may not always be the greatest usage of class time. As an alternative, information can be absorbed before class. As a result, class time can be available for events that entail critical thinking and reasoning (Bradshaw et al., 2021).

            Flipping an entire course is not ideal but flipping a single topic or class can inspire students to become active participants and experts on a topic. I witnessed the method used in a small class size. The method was also used in the middle of the semester, so the students had key knowledge of the course background. In addition, the students seemed receptive to gaining knowledge from their peers and thus collaboration is enhanced. Students take charge of their learning. They can study rather than view material in class. In this scenario, the students were divided into groups of four  people. Then, the groups were randomly selected and chose from a list of topics. In this case, the topics were the various stages of childhood development. Each group had 2 weeks to prepare for the flipped classroom, and then each group presented their topic. Afterwards, there was a debrief and evaluation of the presentations.

            Instead of the focus being on the professor leading the lecture, the educator directs the students to actively explain and employ the knowledge while in class. With more chances for students to utilize their learning and consequently express their ability to practice it, students and educators can better understand areas that need to further attention. It is important for educators to encourage students to interact with new material for homework first. They then can use class time to examine the new information and practice the ideas and concepts. There is a move from teacher-centered lecture to student-centered focus activities (Subramaniam, 2016).

R

e

sponse

#1 Gwen:

Educators have faced challenges in determining the appropriate teaching method to

use in achieving effective and entertaining class for the past years. One teaching method

that is increasingly becoming more popular is the use of games in the classroom. Ove

r the

years, games had limited use since it was considered a waste of time and of materials.

However, as more students are focused on using technology, gaming has proven to be

effective in the teaching arena. Resistance to learning was declining in academi

a, particularly

as new research indicated that game

-

based education effectively improved academic

outcomes (Loveless, 2021).

Based on my personal experience, I have observed that game

-

based methods are

successful strategy in teaching and learning. This met

hod stimulates the students to excel in

a particular topic by trying to win the game. The full cooperation of the students is achieved,

and the retention of information is much better. Introducing a certain game in the classroom

motivates students to parti

cipate and stand out. My instructors copied the famous game

Jeopardy during my nurse residency class, and we used buzzers for our answers. There was

also a Kahoot game where students were asked multiple

-

choice questions accessed via a

web browser or the ap

p. The game was very stimulating as students could view score status

on the bigger screen. Coming to class was never as exciting as before.

The most important feature of game

-

based learning is student engagement. Games

can produce an emotional connection t

o the material, which raises the level of engagement

that students feel in their class (Loveless, 2021). When there is an emotional connection,

students are more motivated and will better retain information. According to a report

released by three research

ers, Vandercruysse, Vandeaetere, and Calrebout, game

-

based

learning is correlated with improved attitudes towards subjects that often dislike, such as

math (Loveless, 2021). It was also found out that game

-

based learning is effective in teaching

complex to

pics such as diabetes. Through gaming, students have increased retention of

science vocabulary and terminology.

As with other teaching methods, game

-

based learning also has its disadvantages. This

fallout can include loss of interest after several game fai

lures or poor mastery of technology.

However, the overall impact of this learning method has been proven to help students that

hurt them. It is always the best approach to start with simple games first and gradually

increase to more complex ones encouragin

g students’ participation and motivation.

Res

ponse #

2 Samantha:

One

teaching

method

that

I

observed

to

be

effective

in

encouraging

active

participation

by

the

learner

was

a

flipped

classroom.

The

flipped

classroom

is

a

mixed

learning

model

in

which

traditional

concepts

abo

ut

homework

and

classroom

activities

are

switched.

A

flipped

classroom

functions

by

allocating

pre

-

class

teaching

and

homework

then

spending

class

time

completing

collaborative,

dynamic

learning.

Active

learning

approaches

in

a

flipped

classroom

involve

co

nversation,

deliberation,

and

problem

-

solving.

When

utilizing

these

strategies,

students

must

plan

for

the

class

by

viewing

education

videos,

reading

textbooks,

and

examining

ideas

prior

to

coming

to

the

classroom

(Bastable,

2019).

The

flipped

classroom

me

thod

fosters

the

change

from

presenting

information

in

a

traditional

lecture

arrangement

to

a

personal

encounter.

The

change

empowers

students

to

become

active

in

their

thinking

and

Response #1 Gwen:

Educators have faced challenges in determining the appropriate teaching method to

use in achieving effective and entertaining class for the past years. One teaching method

that is increasingly becoming more popular is the use of games in the classroom. Over the

years, games had limited use since it was considered a waste of time and of materials.

However, as more students are focused on using technology, gaming has proven to be

effective in the teaching arena. Resistance to learning was declining in academia, particularly

as new research indicated that game-based education effectively improved academic

outcomes (Loveless, 2021).

Based on my personal experience, I have observed that game-based methods are

successful strategy in teaching and learning. This method stimulates the students to excel in

a particular topic by trying to win the game. The full cooperation of the students is achieved,

and the retention of information is much better. Introducing a certain game in the classroom

motivates students to participate and stand out. My instructors copied the famous game

Jeopardy during my nurse residency class, and we used buzzers for our answers. There was

also a Kahoot game where students were asked multiple-choice questions accessed via a

web browser or the app. The game was very stimulating as students could view score status

on the bigger screen. Coming to class was never as exciting as before.

The most important feature of game-based learning is student engagement. Games

can produce an emotional connection to the material, which raises the level of engagement

that students feel in their class (Loveless, 2021). When there is an emotional connection,

students are more motivated and will better retain information. According to a report

released by three researchers, Vandercruysse, Vandeaetere, and Calrebout, game-based

learning is correlated with improved attitudes towards subjects that often dislike, such as

math (Loveless, 2021). It was also found out that game-based learning is effective in teaching

complex topics such as diabetes. Through gaming, students have increased retention of

science vocabulary and terminology.

As with other teaching methods, game-based learning also has its disadvantages. This

fallout can include loss of interest after several game failures or poor mastery of technology.

However, the overall impact of this learning method has been proven to help students that

hurt them. It is always the best approach to start with simple games first and gradually

increase to more complex ones encouraging students’ participation and motivation.

Response #2 Samantha:

One teaching method that I observed to be effective in encouraging active participation by

the learner was a flipped classroom. The flipped classroom is a mixed learning model in

which traditional concepts about homework and classroom activities are switched. A flipped

classroom functions by allocating pre-class teaching and homework then spending class time

completing collaborative, dynamic learning. Active learning approaches in a flipped

classroom involve conversation, deliberation, and problem-solving. When utilizing these

strategies, students must plan for the class by viewing education videos, reading textbooks,

and examining ideas prior to coming to the classroom (Bastable, 2019). The flipped classroom

method fosters the change from presenting information in a traditional lecture arrangement to

a personal encounter. The change empowers students to become active in their thinking and