June 22, 2003
June 22, 2003
June 25, 2003
8.585.1 - 8.585.10
Fun and Games… In the Classroom?
MaryFran Desrochers, Gretchen Hein, Mary Raber, Debra Wright
Michigan Technological University (School of Technology/Department of Engineering Fundamentals/College of Engineering/Department of Biomedical Engineering) 1400 Townsend Dr. Houghton, MI 49931
Abstract Active learning techniques have been shown to improve student interest in and learning of course materials. New educators, however, can find it challenging to incorporate active learning experiences into their courses. This paper will discuss the use of games, from simple icebreaker exercises to more complex learning activities, as active learning experiences in the classroom. Examples for small and large classrooms will be presented, as well as some of the challenges in incorporating these exercises into the curriculum.
Introduction When did learning stop being fun? Children show an innate curiosity to the world around them. Everyday is a fun learning experience as children discover how the world around them works. Somewhere between childhood and college the idea that learning is fun is lost, with most college courses focusing solely on content while neglecting enjoyment. There is a certain amount of information that does need to be conveyed and traditional lectures may work well for this. However, varying the way that information is presented helps to keep the students and the faculty engaged in the learning process. Day after day of traditional lectures can make it difficult for the students to digest all the material and make instructors feel like they are just relaying information instead of teaching.
Neglecting fun in the classroom can be a mistake. Fun and games can help the classroom in three main ways: 1. Address the needs of individual and varied learning styles of students, 2. Encourage students to actively participate in learning, 3. Reinforce concepts through repetition in unique ways.
First, students each have their own learning style, and learn in vastly different ways. Some students prefer a reflective approach to learning, while others prefer to debate and discuss new concepts. Games introduce an active and fun component to class, which helps to engage active learners. By
“Proceedings of the 2003 American Society for Engineering Education Annual Conference & Exposition Copyright © 2003, American Society for Engineering Education”
Wright, D., & Hein, G., & Desrochers, M. F., & Raber, M. (2003, June), Fun And Games....In The Classroom? Paper presented at 2003 Annual Conference, Nashville, Tennessee. https://peer.asee.org/12529
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