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