Game-based teaching methodology for active and informal learning (Record no. 21962)
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| 003 - CONTROL NUMBER IDENTIFIER | |
| control field | OSt |
| 005 - DATE AND TIME OF LATEST TRANSACTION | |
| control field | 20241219105414.0 |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
| fixed length control field | 241219b xxu||||| |||| 00| 0 eng d |
| 040 ## - CATALOGING SOURCE | |
| Original cataloging agency | AIKTC-KRRC |
| Transcribing agency | AIKTC-KRRC |
| 100 ## - MAIN ENTRY--PERSONAL NAME | |
| 9 (RLIN) | 24869 |
| Author | Kulkarni, Anagha |
| 245 ## - TITLE STATEMENT | |
| Title | Game-based teaching methodology for active and informal learning |
| 250 ## - EDITION STATEMENT | |
| Volume, Issue number | Vol.37(3), Jan |
| 260 ## - PUBLICATION, DISTRIBUTION, ETC. | |
| Place of publication, distribution, etc. | Sangli |
| Name of publisher, distributor, etc. | K.E. Society's Rajarambapu Institute of Technology |
| Year | 2024 |
| 300 ## - PHYSICAL DESCRIPTION | |
| Pagination | 129-142p. |
| 520 ## - SUMMARY, ETC. | |
| Summary, etc. | It is difficult to keep learners engaged in the classroom. Teachers need to innovate new ways to keep them active. The most common pedagogic methods require learners to be familiar with course terminologies and phrases. They may even require indepth knowledge of the concepts at times. However, a small number of pedagogic techniques have been developed to ensure that learners understand basic terminologies and phrases, and the relationships between them. This paper fills that gap by introducing a novel game-based pedagogic technique. Findings based on scores of participating and non-participating learners show that participating learners understood the important terminologies, phrases, and their relationships in the courses very well. The nonparticipating learners had difficulty remembering the relationships between terminologies. Experiments have shown that when innovative learning methodologies are used in the classroom, learners understand the important words and concepts better. ANOVA one-factor test suggests that learners have benefitted from this game-based pedagogic approach. It was discovered that gamification aids learners in remembering and relating terminologies and phrases. This method has resulted in better teamwork and comprehension. Gaming, as a pedagogic technique, to learn a course helps build creative, ingenious and pioneering thinking. It builds critical-thinking abilities among learners. |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| 9 (RLIN) | 4642 |
| Topical term or geographic name entry element | Humanities and Applied Sciences |
| 700 ## - ADDED ENTRY--PERSONAL NAME | |
| 9 (RLIN) | 24870 |
| Co-Author | Deshpande, Prajakta |
| 773 0# - HOST ITEM ENTRY | |
| International Standard Serial Number | 2349-2473 |
| Title | Journal of engineering education transformations (JEET) |
| Place, publisher, and date of publication | Sangli Rajarambapu Institute Of Technology |
| 856 ## - ELECTRONIC LOCATION AND ACCESS | |
| URL | https://journaleet.in/articles/game-based-teaching-methodology-for-active-and-informal-learning |
| Link text | Click here |
| 942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
| Source of classification or shelving scheme | Dewey Decimal Classification |
| Koha item type | Articles Abstract Database |
| Withdrawn status | Lost status | Source of classification or shelving scheme | Damaged status | Not for loan | Home library | Current library | Shelving location | Date acquired | Total Checkouts | Barcode | Date last seen | Price effective from | Koha item type |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dewey Decimal Classification | School of Engineering & Technology | School of Engineering & Technology | Archieval Section | 19/12/2024 | 2024-1596 | 19/12/2024 | 19/12/2024 | Articles Abstract Database |