Gihan S. Edirisinghe, Maria A. M. Trindade, Lan Luo
{"title":"游戏改变者:由 Google Sheets 支持的基于云的课堂互动","authors":"Gihan S. Edirisinghe, Maria A. M. Trindade, Lan Luo","doi":"10.1111/dsji.12316","DOIUrl":null,"url":null,"abstract":"<p>The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom class during the COVID-19 pandemic, this approach was integrated into face-to-face courses in two countries. Due to its instructional flexibility, minimal need for resources, and tendency for student acceptance, using Google Sheets for classroom interaction has far-reaching educational applications beyond the pandemic era. To illustrate this approach, we introduce three operations and supply chain management activities created on Google Sheets: the Virtual Assembly Line (VAL) activity, the Just-in-time Game, and the Dice Game. An in-depth examination of implementing these activities in the classroom offers practical insights into the benefits of utilizing cloud-based classroom games in teaching. Furthermore, a comparison of test results between students who played the game and a control group showed significantly improved learning outcomes. We also discuss how this approach could foster active learning adoption in environments traditionally less conducive to such practices, such as remote instruction and large enrollment classes.</p>","PeriodicalId":46210,"journal":{"name":"Decision Sciences-Journal of Innovative Education","volume":"22 3","pages":"197-211"},"PeriodicalIF":0.8000,"publicationDate":"2024-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Game changer: Cloud-based classroom interactions powered by Google Sheets\",\"authors\":\"Gihan S. Edirisinghe, Maria A. M. Trindade, Lan Luo\",\"doi\":\"10.1111/dsji.12316\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom class during the COVID-19 pandemic, this approach was integrated into face-to-face courses in two countries. Due to its instructional flexibility, minimal need for resources, and tendency for student acceptance, using Google Sheets for classroom interaction has far-reaching educational applications beyond the pandemic era. To illustrate this approach, we introduce three operations and supply chain management activities created on Google Sheets: the Virtual Assembly Line (VAL) activity, the Just-in-time Game, and the Dice Game. An in-depth examination of implementing these activities in the classroom offers practical insights into the benefits of utilizing cloud-based classroom games in teaching. Furthermore, a comparison of test results between students who played the game and a control group showed significantly improved learning outcomes. We also discuss how this approach could foster active learning adoption in environments traditionally less conducive to such practices, such as remote instruction and large enrollment classes.</p>\",\"PeriodicalId\":46210,\"journal\":{\"name\":\"Decision Sciences-Journal of Innovative Education\",\"volume\":\"22 3\",\"pages\":\"197-211\"},\"PeriodicalIF\":0.8000,\"publicationDate\":\"2024-04-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Decision Sciences-Journal of Innovative Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1111/dsji.12316\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Decision Sciences-Journal of Innovative Education","FirstCategoryId":"1085","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/dsji.12316","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
摘要
COVID-19 大流行迫使教学以远程形式进行,使得商业课堂的主动学习变得不可行。为此,我们采用了一种新颖的互动课堂活动模式,在谷歌电子表格(Google Sheets)这一广泛使用的免费云电子表格应用程序上举办课堂游戏。这种方法最初是在 COVID-19 大流行期间为 Zoom 同步课堂开发的,后来被整合到两个国家的面授课程中。由于其教学灵活性、对资源的最小需求以及学生的接受度,使用谷歌电子表格进行课堂互动的意义深远,已经超越了大流行病时代的教育应用。为了说明这种方法,我们介绍了在 Google Sheets 上创建的三个运营和供应链管理活动:虚拟装配线(VAL)活动、准时制游戏和骰子游戏。通过深入研究这些活动在课堂上的实施情况,我们对在教学中利用基于云的课堂游戏的益处有了切实的认识。此外,通过对玩游戏的学生和对照组学生的测试结果进行比较,发现学习效果有了明显改善。我们还讨论了在远程教学和大班授课等传统的不利于主动学习的环境中,这种方法如何促进主动学习的采用。
Game changer: Cloud-based classroom interactions powered by Google Sheets
The COVID-19 pandemic forced instruction into remote formats, rendering active learning efforts in business classrooms infeasible. In response, we adopt a novel model for interactive classroom activities by hosting classroom games on Google Sheets, the free and widely used cloud-based spreadsheet application. First developed for a synchronous Zoom class during the COVID-19 pandemic, this approach was integrated into face-to-face courses in two countries. Due to its instructional flexibility, minimal need for resources, and tendency for student acceptance, using Google Sheets for classroom interaction has far-reaching educational applications beyond the pandemic era. To illustrate this approach, we introduce three operations and supply chain management activities created on Google Sheets: the Virtual Assembly Line (VAL) activity, the Just-in-time Game, and the Dice Game. An in-depth examination of implementing these activities in the classroom offers practical insights into the benefits of utilizing cloud-based classroom games in teaching. Furthermore, a comparison of test results between students who played the game and a control group showed significantly improved learning outcomes. We also discuss how this approach could foster active learning adoption in environments traditionally less conducive to such practices, such as remote instruction and large enrollment classes.