Session Title

The Enhancement of Active Learning in the STEM Classroom Using Gaming and Case Studies

Location

Yale School of Management

Submission Type

Presentation

Presentation Track

Teaching & Learning

Start Date

10-28-2016 9:00 AM

End Date

10-28-2016 9:50 AM

Description

Research shows that active learning can promote student achievement in the science, technology, engineering and mathematics (STEM) classroom. One tool that can be used to achieve an active learning environment is the case study. Cases have been coupled with a variety of technologies including video clips such as in the flipped classroom, and clickers. However, can cases also be used with video games to enhance student learning and engagement to an even greater degree? During this presentation we will review an in-progress project involving a collaboration with a STEM gaming company to develop a science case study embedded with video games to promote active learning. We will also invite participants to discuss the practical usages of gaming in the STEM classroom beyond case study integration.

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Oct 28th, 9:00 AM Oct 28th, 9:50 AM

The Enhancement of Active Learning in the STEM Classroom Using Gaming and Case Studies

Yale School of Management

Research shows that active learning can promote student achievement in the science, technology, engineering and mathematics (STEM) classroom. One tool that can be used to achieve an active learning environment is the case study. Cases have been coupled with a variety of technologies including video clips such as in the flipped classroom, and clickers. However, can cases also be used with video games to enhance student learning and engagement to an even greater degree? During this presentation we will review an in-progress project involving a collaboration with a STEM gaming company to develop a science case study embedded with video games to promote active learning. We will also invite participants to discuss the practical usages of gaming in the STEM classroom beyond case study integration.