Pirjo Kangas - Game-based learning platforms in information literacy teaching - BOBCATSSS 2017
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Transcript of Pirjo Kangas - Game-based learning platforms in information literacy teaching - BOBCATSSS 2017
Game-based student response systems in information literacy teaching in higher educationPirjo Kangas
Bobcatsss 26.1.2017
Background & purpose
Learning games as a means to increase student engagement
”Simple gamification”
Professional background
Socrative and Kahoot!
Many terms: Student response system (SRS): ”clickers”Online student response systemGame-based learning platformGame-based student response system (GSRS)(Quiz tool)
Functions:Quizzes, surveys, discussion questions, exit tickets
Socrative and Kahoot! as games
Main difference:Built as a game (Kahoot!) vs. games as an add-on feature (Socrative)
Simple elements of game:Graphics, leaderboard, points, audio
Learning games as an engagement strategy
Previous studies:• Several experiments• Effects to student motivation and learning
results• Wear out effect• Fewer studies about the actual effects on
learning results• Lack of large-scale empirical evidence
Case examples and best practices
Pedagogical possibilities: Different types of questionsTeacher-paced or student-pacedBenefits of competitiveness
Ways to use:Introducing new topicsChecking what the students knowActivating old informationRevising and summarising
Think about what you want to achieve!