Module 5 Response Q
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