5 results
Search Results
2. In-person and online escape rooms for individual and team-based learning in health professions library instruction.
- Author
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Helbing, Rachel R., Lapka, Stefanie, Richdale, Kathryn, and Hatfield, Catherine L.
- Subjects
LIBRARY orientation ,TEAMS in the workplace ,ONLINE education ,THOUGHT & thinking ,MEDICAL libraries ,PROBLEM solving ,OPTOMETRY ,HEALTH occupations students ,INTERNET ,PHARMACY education ,LEARNING strategies ,LEARNING ,CRITICAL thinking ,PSYCHOSOCIAL factors ,MEDICAL practice ,GAMIFICATION ,STUDENT attitudes - Abstract
Background: A growing body of research demonstrates that adapting the popular entertainment activity "escape rooms" for educational purposes as an innovative teaching method can improve the learning experience. Escape rooms promote teamwork, encourage analytical thinking, and improve problem solving. Despite the increasing development and use of escape rooms in health sciences programs and academic libraries, there is little literature on the use of this method in health sciences libraries with health professions students. Case Presentation: Staff at a health sciences library collaborated with faculty to incorporate escape rooms into library instruction in a variety of settings (in-person, hybrid, online) and formats (team, individual) with health professions students from various disciplines (optometry, pharmacy, medicine). The escape rooms described in this paper offered unique experiences for students through active learning. Discussion: Important considerations when planning escape rooms for health sciences library instruction include deciding on team-based or individual design, calculating potential costs in time and money, deciding on an in-person, hybrid, or online format, and determining whether grades should be assigned. Escape rooms can be an effective strategy for library instruction in the health sciences, working in multiple formats to bring game-based learning to a variety of health professions students. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
3. Attitudes towards digital game-based language learning among Japanese university students.
- Author
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Hofmeyr, Michael
- Subjects
GAMIFICATION ,STUDENT attitudes ,JAPANESE students ,COMPUTER assisted language instruction ,DIGITAL literacy ,INFORMATION technology - Abstract
The notion that digital games can be effectively employed as tools for learning and teaching has steadily been gaining traction among educational theorists and researchers, with numerous empirical studies pointing to the potential benefits of games for skill and knowledge development. However, a solid understanding of learners' attitudes and concerns regarding this relatively novel pedagogical approach is also necessary for effective implementation in formal learning contexts. It cannot be taken for granted that today's learners will accept game-based approaches simply because these learners tend to be more accustomed to advanced technologies than those of previous generations. The aim of this mixed-methods empirical study is thus to help elucidate learner beliefs and attitudes regarding digital game-based language learning with survey data collected from 112 undergraduate student participants at a large public university in Japan. The findings reveal that learners generally held positive attitudes towards DGBLL before taking part in any intervention and, after playing a cooperative digital game over six weekly sessions, reported stronger positive attitudes towards this pedagogical approach. In contrast to the results of earlier studies, gender was not found to be a statistically significant predictor of attitude towards DGBLL in this sample. However, two other demographic factors, namely information technology literacy and digital gaming experience, correlated positively with several measures of attitude. The learners considered enjoyment to be the most important advantage of using digital games for language learning. However, many also expressed doubts regarding the effectiveness of game-based language education. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
4. Japan university EFL students' experience, attitudes, and perceived effectiveness of watching gameplay for language-learning purposes.
- Author
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Andersson, Shawn
- Subjects
GAMIFICATION ,COLLEGE students ,ATTITUDE (Psychology) ,ATTENTION control ,EDUCATIONAL games - Abstract
Digital game-based language learning (DGBLL) is a field that promotes language learning by combining game entertainment and mechanics inducive to learning. Researchers have proposed evidence of various language-learning benefits, yet downsides persist, such as negative stigmas, a lack of participation of non-gamers, and potential adverse consequences from splitting one's attention between controlling the gameplay and learning language. Recently, watching gameplay popularity has seen exponential growth, yet the potential for language-learning applications has not been considered. Soliciting stakeholders' experience, attitudes, and perceived effectiveness is a critical determiner of user adoption for new technologies and predicting implementation success. This study first addresses the merit of watching gameplay as a pedagogical method through an overview of the available literature, concentrating on areas of insufficiency and opportunity. It then investigates students' experience and perceptions to consider feasibility from a practical standpoint through a survey of 139 university students in Japan. The main findings include a higher proportion of watchers than players, including a higher percentage of females, and positive responses regarding ease of use, learning opportunities, and preference, especially for learners who play or watch games. But learners also expressed a need for scaffolding support while voicing limitations in the perceived quality and practicality of the learned language. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
5. Rock or Lock? Gamifying an online course management system for pronunciation instruction: Focus on English /r/ and /l/.
- Author
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Barcomb, Michael and Cardoso, Walcir
- Subjects
COURSEWARE ,ONLINE education ,PRONUNCIATION ,ENGLISH as a foreign language ,TEACHING ,ELECTRONIC locking devices ,DATA management - Abstract
This one-group quasi-experimental study aimed to determine the effectiveness of using a gamified course management system with points, badges (and consequently competition) to facilitate the development of English phonology in a foreign language context in Japan. To implement this idea, we focused on the acquisition of English segments /r/ and /l/ in production (as in /r/ock and /l/ ock respectively). During the study, participants were asked to engage in gami- fied pronunciation activities over a period of two weeks, using a popular learning site (Moodle). The data collection instruments included pre- and posttests to examine the development in production of /r/ and /l/ (using controlled aural elicitation tasks), a written follow-up questionnaire, and user logs to investigate users' perceptions of the pedagogy utilized. The results indicate that participants benefited from the proposed gamified system for L2 pronunciation instruction, as they improved their production of the target English /r/ and /l/ segments. In addition, responses from the interviews and user logs revealed that participants perceived using the site as enjoyable, anxiety-reducing, and pedagogically useful. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
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