Put on your sleuthing hat. Innovate the classroom through investigations.

Audience Level: 
All
Institutional Level: 
Higher Ed
Special Session: 
Blended
Abstract: 

Imagine the best of experiential learning without leaving the classroom. With students becoming more familiar with traditional online learning tools, there is a need to create novel and innovative learning environments. This session will immerse learners using film, technology, and good old investigating skills to solve complex problems. 

Extended Abstract: 

Imagine the best of experiential learning without leaving the classroom. With students becoming more familiar with traditional online learning tools, there is a need to create novel and innovative learning environments. This session will immerse learners using film, technology, and good old fashioned investigating skills to solve complex problems.

The speakers have created game-based environments that enhance critical thinking, advance problem-solving, and shift ethical reasoning in free-form and engaging activities that feature the best in 21st century learning. 

This session will feature two components: an interactive demonstration of the learning game and the presentation of research study data that investigated students’ engagement with the activity. Participants will view a short film, examine real-life evidence and work to solve a crime. This whodunnit mystery will leave the audience guessing the culprit and ultimately understanding the impacts of the crime. 

 

The research study was implemented with 184 graduate-level students in accounting courses across five universities in the United States. The study investigated how completion of the gamified case-based activity impacted how immersed students were in the gamified learning environment of the activity and whether they felt like completing the case led to knowledge improvement (Fu, Su, & Yu, 2008; Weibe, Lamb, Hardy, & Sharek, 2014)

 

Finally, the discussion will round out to the realities of engagement and how the use of integrated learning principles can engage a wide audience and support the vast way learners acquire, interpret, and organize information. Through innovative teaching tools we can support students with gaining new skills to be prepared for today’s job market.

 

Audience members will come away from this session with a more heightened understanding of how multimedia elements (e.g., video, documents, profiles) can be skillfully created and deployed to engage the student learner and offer them agency in their learning experience. They will also have the opportunity to view a demo of the learning game, which will provide a concrete sense of how these components immerse the student into the game environment.

Notes: 

duplicate

Conference Track: 
Process, Problems, and Practices
Session Type: 
Education Session
Intended Audience: 
Administrators
Design Thinkers
Faculty
Training Professionals