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Social and Behavioral Sciences Commons

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Singapore Management University

Research Collection Yong Pung How School Of Law

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Full-Text Articles in Social and Behavioral Sciences

Students’ Conceptions Of Bell Curve Grading Fairness In Relation To Goal Orientation And Motivation, Lynette Tan, Brenda Yuen, Wee Ling Loo, Christiaan Prinsloo, Mark Gan May 2020

Students’ Conceptions Of Bell Curve Grading Fairness In Relation To Goal Orientation And Motivation, Lynette Tan, Brenda Yuen, Wee Ling Loo, Christiaan Prinsloo, Mark Gan

Research Collection Yong Pung How School Of Law

The controversial bell curve has received considerable attention in recent years as a grade distribution tool where “norm-referenced grading involves comparing students’ performances with each other” rather than where they fall on a “predefined continuum of quality” (Brookhart, 2013, p. 258). Despite educators’ deep concern on the fairness of bell curve grading, there is little research done on students’ conceptions of that grading system in higher education. This correlational study uses open-ended questions and three instruments to measure students’ conceptions of the fairness of bell curve grading, their goal orientations, and motivation. Undergraduates from three universities participated in the survey …


Learn To Play, Play To Learn: Designing A Digital Board Game For A Law Of Torts Class, Gary Kok Yew Chan, Swee Liang Tan, Khe Foon Timothy Hew, Li Siong Lim, Bernie Grayson Koh Dec 2015

Learn To Play, Play To Learn: Designing A Digital Board Game For A Law Of Torts Class, Gary Kok Yew Chan, Swee Liang Tan, Khe Foon Timothy Hew, Li Siong Lim, Bernie Grayson Koh

Research Collection Yong Pung How School Of Law

This paper documents the learning journey and outcomes of designing an electronic roll-and-move board game, The Grade Inflation Game (GIGAME). It was developed by the Centre for Teaching Excellence (CTE) for classes conducted in the School of Law at the Singapore Management University (SMU). It investigates the effectiveness of using an electronic board game in teaching and learning. Based on the survey on 64 student-players of the game, the study revealed that the game enabled students to consolidate objective skills and knowledge while having 'serious' fun.