The Value of Game-Play and Collaboration
Keywords:
Game-play, Collaborative learning, first-year orientationAbstract
This study explores the use of activities in presentation of information to first-year students at an urban community college. Â To facilitate student orientation to campus resources we presented information in both a game-play format and reading activity. Â Students were quizzed on the application of this information. Â Results were contrasted with a control group who did not participate in either activity. Â Although inconclusive based on the scope of this study, results suggested that participation in an activity contributed to short-term retention of information.References
American Accounting Association, Committee on the Future Structure, Content, and Scope of Accounting Education. (1986). Future accounting education: Preparing for the expanding profession. Issues in Accounting Education, 1, 168-195.
American College Testing. (2008). 2008 Retention/completion summary tables. Retrieved
from www.act.org/research/policymakers/pdf/retain_trends.pdf
Amory, A. (2007). Game Object Model Version II: A Theoretical Framework for Educational Game Development, Educational Technology Research and Development, 55(1), 51-77. http://www.jstor.org/stable/30221229
Bayer-Hummel, T. (2010). The effects of Jeopardy as a test preparation strategy for nursing students. Teaching and Learning in Nursing, 5, 12-15. doi: 10.1016/j.teln.2009.05.002
Bender, D.G., & Randall, K.E. (2005). Description and evaluation of an interactive Jeopardy game designed to foster self-assessment. Internet Journal of Allied Health Sciences and Practice, 3(4), 1-6.
Betz, J. A. (1995). Computer games: Increases learning in an interactive multidisciplinary environment. Journal of Educational Technology Systems, 24, 195-205.
Billings, D., & Halstead, J. (2005). Teaching in nursing a guide for faculty (2nd ed.) St. Louis< MO: Elsevier: Saunders.
Blakely, G. Skirton, H., Cooper, S., Allum, P., & Neimes, P. (2009). Educational gaming in the health sciences: Systematic review. Journal of Advanced Nursing, 65, 259-69.
Bradburn, E. M. (2002). Short-term enrollment in postsecondary education: Student background and institutional differences for early departure, 1996-1998. Retrieved from http://nces.ed.gov/
pubsearch/pubsinfo.asp?pubid=2003153
Carloni, G. (2013). Content and language integrated learning: A blended model in higher education. The International Journal of Technology, Knowledge and Society, 9, 61-71.
Campbell, C.M. (2012). Faculty Agency: Organizational contexts that matter in faculty careers. (Unpublished dissertation). University of Maryland, College Park, MD.
Cook, E. (1997). An innovative method of classroom presentation: What is “Jeopardy?†Journal of Accounting Education, 15(1), 123-131.
D’Alessandro, D., Ellsbury, D. Kreiter, C., & Starner T. (2002). Pediatric jeopardy may increase residents’ medical reading. Ambulatory Pediatrics, 2, 1-3.
De Kereki, I. (2010). Incorporation of “Kinesthetic Learning Activities†to Computer Science 1 course: Use and results. CLEI Electronic Journal, 13(2), 1-8.
Demirbilek, M., Yılmaz, E., & Tamer, S. Second Language Instructors’ Perspectives about the Use of Educational Games. Suleyman Demirel University, Faculty of Technical Education, Isparta 32260, Turkey, 717-721.
Dondlinger, M.J. (2007). Educational video game design: A review of the literature. Journal of
Applied Educational Technology. 4 (1), 21-31.
Gee, J. P. (2005). What would a state of the art instructional video game look like? Innovate, 1(6). Retrieved October 6, 2005, from http://www.innovateonline.info/index.php?view=article&id=80
Hodge, T. V., & Pickron, C. (2004). Preparing students for success in the academy. Black Issues
in Higher Education, 21(20), 130.
Howe, N. & Strauss, W. (2003). Millennials go to college: Strategies for a new generation on campus. Washington DC: American Association of Collegiate Registrars.
Jirasevijinda, T & Brown, L. (2010). Jeopardy!: An innovative approach to teach psychosocial aspects of pediatrics. Patient Education and Counseling (80), 333-336.
Johnson, Steven. (2005). Everything bad is good for you: How today’s popular culture is actually making us smarter. New York: Penguin.
Lopez-Yanez, I., Camacho-Nieto, O. , Aldape-Perez, M. Yanez-Marquez, C. & Arguelles-Cruz, A. (2014). Collaborative learning in postgraduate level courses. Computers in Human Behavior. DOI 10.1016/j.chb.2014.11.055. Scopus (Elsevier B.V).
Mayhew, M. J., Vanderlinden, K., & Kim, E.K. (2010). A Multi-Level Assessment of the Impact of Orientation Programs on Student Learning. Research in Higher Education 51(4), 320-345.
Neal, L. (1990). Implications of computer games for system design. In D. Diaper, D. Gilmore, G. Cockton, & B. Shackel (Eds.), Human-computer interaction - Proceedings of INTERACT 90 (pp. 93-99). North Holland: Elsevier.
Oblinger, D. (2003). Understanding the new students: Boomers, Gen-Xers and Millennials. Educause July/August 37-46.
O’Leary, S. Diepenhorst, I., Churley-Strom, R., & Magrane , D. Educational games in an obstetrics and gynecology core curriculum. American Journal Obstetrics Gynecology, 193, 1848-51.
O’Meara, K. (2013). Advancing graduate student agency. Higher Education in Review, 10, 1-10.
O’Meara, K.A., Campbell, C., & Terosky, A. (2011). Living Agency in the Academy: A Conceptual Framework for Research and Action. Paper presented at the Annual Conference of the Association for the Study of Higher Education. Charlotte, NC.
Paul, S. & Messina, J. (2004). PsychOUT! A technology classroom review-tool for general psychology and beyond. Poster presented at the 26th Annual National Institute on the Teaching of Psychology, St. Petersburgh, FL.
Prensky, M. (2006). “Don’t bother me mom, I’m learning!â€: How computer and video games are preparing your kids for twenty-first century success and how you can help! St. Paul, MN: Paragon House.
Prensky, M. (2001). Digital natives, digital immigrants, parts I & II. Marc Prensky. www.marcprensky.com.
Quinn, C. N. (1994). Designing educational computer games. In K. Beattie, C. McNaught, & S.
Wills (Eds.), Interactive multimedia in University Education: Designing for change in teaching
and learning (pp. 45-57). Amsterdam: Elsevier Science.
Quinn, C. N. (1997). Engaging learning. Instructional Technology Forum Paper 18. Retrieved
January 10, 2001, from http://itechl.coe.uga.edu/itforum/paperl8/paperl8.html
Rieber, L. P. (1995). A historical review of visualisation in human cognition. Educational Technology,Research and Development, 43, 45-56.
Rains, C. (2002). Managing millennials. Generations at work. http://www.generationsatwork.com/articles/millenials.htm
Rainie, L. (2006) How the internet is changing consumer behavior and expectations. PEW Internet and American Life Project http://www.pewinternet.org/presentations/2006/The-New-Media-Ecology-and-how-itwill-Affect-Work-and-Learning.aspx#
Reeves, T. C., Herrington, J., & Oliver, R. (2004). A development research agenda for online
collaborative learning. Educational Technology Research and Development, 52(4), 53-65.
Roehling, V., Kooi, T.L.V., Dykema, S., Quisenberry, B. & Vandlen, C. (2011). Engaging the millennial generation in class discussions. College Teaching (59), 1-6.
Shaffer,D . W., & Resnick, M. (1999). Thick authenticity: New media and authentic learning. Journal of Interactive Learning Research, 10(2), 195-215. Retrieved September 12, 2005, from http://coweb.wcer.wisc.edulcv/papers/thickauthenticity99.pdf
Shankar, P., Karki, B., Thapa, T., & Singh, N. (2012) Orientation program for first year undergraduate medical students: knowledge, attitudes and perceptions. Education in Medicine Journal, 4(1). 21801932.
Sternberger, C. (1995). Adult teaching strategies. Adult Learner, 6, 12-14.
Sung, H.Y, & Hwang, G.J. (2013). A collaborative game-based learning approach to improving students’ learning performance in science courses. Computers & Education, 63, 43-51.
Tinto, V. (2006). Taking student retention seriously. Retrieved from www.mcli.dist.maricopa.edu/fsd/c2006/docs/takingretentionseriously.pdf
Twenge, J.M. (2006). Generation Me: Why Today’s Young Americans are More Confident, Assertive, Entitled and More Miserable than ever Before. New York: Free Press.
Downloads
Published
How to Cite
Issue
Section
License
- Papers must be submitted on the understanding that they have not been published elsewhere (except in the form of an abstract or as part of a published lecture, review, or thesis) and are not currently under consideration by another journal published by any other publisher.
- It is also the authors responsibility to ensure that the articles emanating from a particular source are submitted with the necessary approval.
- The authors warrant that the paper is original and that he/she is the author of the paper, except for material that is clearly identified as to its original source, with permission notices from the copyright owners where required.
- The authors ensure that all the references carefully and they are accurate in the text as well as in the list of references (and vice versa).
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Attribution-NonCommercial 4.0 International that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
- The journal/publisher is not responsible for subsequent uses of the work. It is the author's responsibility to bring an infringement action if so desired by the author.