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Student Attitudes Towards the Use of Games to Promote Learning in the Large Classroom Setting

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Abstract:

Student Attitudes Towards the Use of Games to Promote Learning in the Large Classroom Setting.

Sarah E. Grady, Kathleen Dennis, Timothy J. Todd, Midwestern University Chicago College of Pharmacy

Objectives: In recent years, educators have attempted to add active learning components to their lectures in order to engage students. One innovative approach is to utilize games, which educators use in different ways. The purpose of this research is to evaluate student attitudes towards the use of games in order to introduce a subject, to provide a review of a subject, and to assist in the teaching of a new subject.
Methods: 160 third year students at Midwestern University Chicago College of Pharmacy are presently enrolled in an elective course entitled Advanced Psychiatric Pharmacy. This course has employed the use of games in their design that mimic “Who Wants to Be a Millionaire”, “Jeopardy”, and “Survivor.” At the completion of the quarter, the students will be asked to complete a satisfaction survey using a five point Likert scale. This survey will evaluate their attitudes towards the use of games in the three different approaches.
Results: Research in progress.
Implications: The results of this survey will provide insight into students’ perceptions of the use of games within a course. Educators will be able to apply knowledge gained from the survey to design courses that utilizes games in a method acceptable to students of the millennial generation.
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Association:
Name: American Association of Colleges of Pharmacy
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http://www.aacp.org


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URL: http://citation.allacademic.com/meta/p119247_index.html
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MLA Citation:

Grady, Sarah., Dennis, Kathleen. and Todd, Timothy. "Student Attitudes Towards the Use of Games to Promote Learning in the Large Classroom Setting" Paper presented at the annual meeting of the American Association of Colleges of Pharmacy, Sheraton San Diego Hotel & Marina, San Diego, California, USA, Jul 05, 2006 <Not Available>. 2013-12-16 <http://citation.allacademic.com/meta/p119247_index.html>

APA Citation:

Grady, S. E., Dennis, K. M. and Todd, T. J. , 2006-07-05 "Student Attitudes Towards the Use of Games to Promote Learning in the Large Classroom Setting" Paper presented at the annual meeting of the American Association of Colleges of Pharmacy, Sheraton San Diego Hotel & Marina, San Diego, California, USA <Not Available>. 2013-12-16 from http://citation.allacademic.com/meta/p119247_index.html

Publication Type: Abstract
Abstract: Student Attitudes Towards the Use of Games to Promote Learning in the Large Classroom Setting.

Sarah E. Grady, Kathleen Dennis, Timothy J. Todd, Midwestern University Chicago College of Pharmacy

Objectives: In recent years, educators have attempted to add active learning components to their lectures in order to engage students. One innovative approach is to utilize games, which educators use in different ways. The purpose of this research is to evaluate student attitudes towards the use of games in order to introduce a subject, to provide a review of a subject, and to assist in the teaching of a new subject.
Methods: 160 third year students at Midwestern University Chicago College of Pharmacy are presently enrolled in an elective course entitled Advanced Psychiatric Pharmacy. This course has employed the use of games in their design that mimic “Who Wants to Be a Millionaire”, “Jeopardy”, and “Survivor.” At the completion of the quarter, the students will be asked to complete a satisfaction survey using a five point Likert scale. This survey will evaluate their attitudes towards the use of games in the three different approaches.
Results: Research in progress.
Implications: The results of this survey will provide insight into students’ perceptions of the use of games within a course. Educators will be able to apply knowledge gained from the survey to design courses that utilizes games in a method acceptable to students of the millennial generation.

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