Using a Game-based Learning Platform to Increase Student Engagement in the Classroom

Melissa Jamerson
{"title":"Using a Game-based Learning Platform to Increase Student Engagement in the Classroom","authors":"Melissa Jamerson","doi":"10.29074/ascls.2019001594","DOIUrl":null,"url":null,"abstract":"<h3>ABSTRACT</h3> The Department of Clinical Laboratory Sciences at Virginia Commonwealth University incorporated the use of a game-based learning platform into a junior-level Immunology course. The primary goal of this addition was to increase student engagement during review sessions. In previous years, each Immunology class was started with a review of material from an earlier lecture. The review consisted of short-answer and multiple-choice questions as a means to highlight important concepts and allow additional opportunities for students to ask questions. During these review periods, it was observed that class participation ranged from 3%–20%. Additionally, those who did participated were the same students in each class period. The incorporation of the game-based learning platform into review sessions involved asking review questions in multiple-choice format with 30 seconds of time for students to answer after each question was asked. This new format resulted in class participation increasing to 95%–100%. Review of student answers also allowed the instructor to determine which areas the students needed additional assistance with before exams. Student feedback indicated that they enjoyed the ability to be anonymous when answering questions while still getting immediate feedback. This new review format will be utilized in additional courses, specifically Immunohematology. Furthermore, this game-based platform will be used to review material with senior students in their advanced senior-level courses.","PeriodicalId":72611,"journal":{"name":"Clinical laboratory science : journal of the American Society for Medical Technology","volume":"94 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Clinical laboratory science : journal of the American Society for Medical Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.29074/ascls.2019001594","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

ABSTRACT

The Department of Clinical Laboratory Sciences at Virginia Commonwealth University incorporated the use of a game-based learning platform into a junior-level Immunology course. The primary goal of this addition was to increase student engagement during review sessions. In previous years, each Immunology class was started with a review of material from an earlier lecture. The review consisted of short-answer and multiple-choice questions as a means to highlight important concepts and allow additional opportunities for students to ask questions. During these review periods, it was observed that class participation ranged from 3%–20%. Additionally, those who did participated were the same students in each class period. The incorporation of the game-based learning platform into review sessions involved asking review questions in multiple-choice format with 30 seconds of time for students to answer after each question was asked. This new format resulted in class participation increasing to 95%–100%. Review of student answers also allowed the instructor to determine which areas the students needed additional assistance with before exams. Student feedback indicated that they enjoyed the ability to be anonymous when answering questions while still getting immediate feedback. This new review format will be utilized in additional courses, specifically Immunohematology. Furthermore, this game-based platform will be used to review material with senior students in their advanced senior-level courses.
使用基于游戏的学习平台来提高学生在课堂上的参与度
弗吉尼亚联邦大学临床实验室科学系将基于游戏的学习平台纳入初级免疫学课程。增加这一功能的主要目的是提高学生在复习课上的参与度。在过去的几年里,每堂免疫学课都是以复习上一堂课的内容开始的。复习包括简答题和多项选择题,以突出重要的概念,并为学生提问提供额外的机会。在这些复习期间,观察到课堂参与率在3%-20%之间。此外,那些参与的学生在每节课上都是同样的学生。将基于游戏的学习平台整合到复习课程中,包括以多项选择的形式提出复习问题,每个问题提出后,学生有30秒的时间回答。这种新形式使课堂参与度提高到95%-100%。复习学生的答案也可以让老师确定学生在考试前需要额外的帮助。学生们的反馈表明,他们喜欢在回答问题时保持匿名,同时仍能得到即时反馈。这种新的复习形式将用于其他课程,特别是免疫血液学。此外,这个以游戏为基础的平台将用于与高年级学生一起复习高级课程的材料。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信