元认知
数学教育
高阶思维
召回
心理学
订单(交换)
感知
计算机科学
教学方法
多媒体
教育学
认知心理学
认知
认知指导教学
经济
神经科学
财务
作者
Jennifer Fishovitz,Garland L. Crawford,Kathryn D. Kloepper
标识
DOI:10.1021/acs.jchemed.9b00904
摘要
Games are a way to engage students with course material in a low-stakes environment. In the popular game app "Heads Up!", participants give clues to a guesser who is holding a word on their forehead. Here, we present a modified version of this game where students are required to give clues in a specific order that emphasizes higher-order thinking in the early rounds and moves to lower-order recall events in the later rounds. The collaborative group environment promotes oral communication, metacognition, and student–student interactions and may lead to improved student learning. This game, called guided heads-up, was used in three courses at two institutions. Student perceptions were gathered and analyzed for all three classes. Recommendations from students and instructors for designing and implementing the guided heads-up activities into additional courses are included.
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