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Full-Text Articles in English Language and Literature

“Are We Playing A Game Today?” Classroom Engagement And Assessment Through Gamification, Tracy A. Hudson Ms, Kendall Lentz Feb 2016

“Are We Playing A Game Today?” Classroom Engagement And Assessment Through Gamification, Tracy A. Hudson Ms, Kendall Lentz

Winthrop Conference on Teaching and Learning

Today’s classroom demands a different style of engagement and assessment, primarily due to the changing nature of today’s learners. In fact, according to Liz Dwyer in “How Gaming is Changing the Classroom,” by the time students are age 21, they will have participated in over 10,000 hours of video gaming. As a result, using traditional pedagogies and “skill and drill” teaching strategies aren’t as effective with students who are more inclined to favor a controller over a book. Therefore, regardless of the discipline, adding gamification to the classroom can dramatically increase student engagement and also provide instructors with instantaneous assessment …


Getting The Picture: Engaging Student Learning Using Pinterest, Jo Koster Feb 2016

Getting The Picture: Engaging Student Learning Using Pinterest, Jo Koster

Winthrop Conference on Teaching and Learning

In a digital environment, teachers and students have access to a wide variety of material that can be used to create discussion, spark inquiry, and prompt critical thinking. One of the social media tools that can be used for this is Pinterest, a free online visual discovery, collection, sharing, and storage tool that allows users to curate and share information through the creation of visual bookmarks called “boards.” Users can “pin” material to their boards either by linking to other online sites or by uploading materials of their own; boards can be grouped by similar characteristics, themes, events, questions, ideas, …