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Full-Text Articles in Education

Turning Guest Speakers' Visits Into Active Learning Opportunities, Vassilis Dalakas Oct 2016

Turning Guest Speakers' Visits Into Active Learning Opportunities, Vassilis Dalakas

Atlantic Marketing Journal

While guest speakers have a lot to offer, the traditional format of their visits to marketing classes may hinder student engagement. This paper describes an idea used in marketing classes intended to increase active learning and to maximize impact of guest speakers’ visits. It involves creating assignments for the students to prepare prior to a speaker’s visit. As a result, the students end up preparing thoughtful questions, they are engaged in their discussion with the speaker, and they make a more conscious effort to link course material to the insight from the speaker.


Motivational Situations Of Choice, Charles N. Elliott, Paul A. Story Sep 2016

Motivational Situations Of Choice, Charles N. Elliott, Paul A. Story

The Kennesaw Journal of Undergraduate Research

The present research explores situations that demonstrate enhancing effects on motivation based on the amount of choice seen by individuals. Individuals who are intrinsically motivated see more choice in certain academic settings, including those that foster self-regulation and autonomy. Extrinsically motivated individuals are predicted to see more promise in reward and external regulation strategies. We identified six separate situations: a free will situation, a learning of materials situation, an instructor feedback situation, an extra credit situation, and two time-based situations. Four of these situations target a certain type of motivation, either intrinsic or extrinsic. The other two situations were used …


Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young Jul 2016

Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young

Georgia Library Quarterly

Collectively, the world's population spends about 3 billion hours a week playing video games. To reach game-playing audiences of all ages, educators, including library instructors, are embracing game-based learning to engage and motivate students the same way that games do. In looking at the collective wisdom on what makes a good game, and providing concrete examples of library gaming projects, this paper discusses the best practices for creating virtual and virtual-reality hybrid games for bibliographic instruction. The author explores the literature on gamification and games used for teaching information literacy in higher education, and provides recommendations gleaned from existing research …