Comparing games and case methods in enhancing student learning
Kim Hua Tan
International Journal of Innovation and Learning, 2007, vol. 4, issue 3, 224-236
Abstract:
To enhance student learning, many researchers in recent years have suggested the use of games (and simulation). Researches have shown that, in order to promote a deeper understanding of material, students should be engaged with what they are doing. However, there is a limited study on the effectiveness of case methods and games in classroom teaching and of the pros and cons of applying them. Seen in this light, this study aims to study the effectiveness of 'games' as compared to the use of the 'case method' to enhance student learning. Two classroom experiments were conducted to evaluate which methods students enjoy most and think most effective, and which methods can help them grasp concept more easily, quickly and remember long after a lecture. This paper reports the experiment results and discusses the implications of this study on classroom teaching.
Keywords: student learning; gaming; simulation; games; innovation; case methods; case studies; operations management; student engagement; classroom teaching. (search for similar items in EconPapers)
Date: 2007
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Citations: View citations in EconPapers (2)
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Persistent link: https://EconPapers.repec.org/RePEc:ids:ijilea:v:4:y:2007:i:3:p:224-236
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