Laboratory class, divided into medium sized groups.
Self-assessment
There is substantial literature on the use of innovative and non-conventional approaches to promote interest and learning. Aids, such as the use of puzzles & crosswords, can offer students an alternative strategy to help slot concepts into place. These have been shown to be an effective teaching technique in many disciplines resulting in improved retention of facts and association of concepts, as well as increased levels of confidence.
Over the last decade or so we have developed a variety of "card games", used as aids to stimulate group discussion, by bringing together information and concepts from a number of sources to assist students in the pulling together and linking of material. The "card game" elements include logic, memory, visualisation and problem solving. They do not refer to a simulation or competition (as in the strict sense) but to an activity played using a series of cards that is intended to stimulate active learning through problem solving. Each card game, known as a card game discussion, is described within the student notes with directions as to how to "play" the game, and with questions for the students to complete during play. The "games" are embedded in the curriculum and there is an expectation that all students will use these resources during the relevant laboratory session. One of the primary aims of these resources is to be a fun activity for the students and encourage group discussion as well as being an active learning experience. It is hoped that, when used in this way, these card game discussions would help students develop a confidence with integrating the content of the course. They are designed to be very flexible in their use and to be interactive, requiring no real staff input except as a moderator at times during the game, although teachers find them useful in identifying misconceptions and gaps in knowledge, which can be discussed during the game. Examples of the different types of card game discussions are:
Crossword puzzles have been developed, using CrossWord Maker98 software, and included in several courses. The aim of introducing crosswords was to provide another fun exercise that would give students a "quiz" on some of the course content and to help them identify areas of weakness. Each crossword was designed to be more content-oriented than concept-oriented and to cover three or four biological topics, thus helping students to consolidate their basic biology knowledge, in particular definitions and terminology. Ideally each crossword should be handed out in a practical session to be completed in the laboratory or at home. It was expected that most students would use this type of resource individually and that not all students would choose to use them as they were provided as a non-compulsory learning/revision resource. A solution is provided online (at a later stage).
Preliminary data from quantitative and qualitative evaluations of student perceptions of the effectiveness of crosswords in learning indicated that 54% of students attempted the crosswords and 75% of those students who attempted the crosswords rated them as very good/good (on a 5-point Likert scale), with the majority wanting more puzzles. This encouraged us to continue to develop and improve the puzzles.
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For further information on the use and perceptions of usefulness of "games" resources see:
Franklin, S. & Peat, M. (1996). "Mechanisms for facilitating group learning in First Year Biology: Assisting the Transition", Proceedings of the Second Pacific Rim "Transition to Active Learning" Conference (Melbourne), 233-242.
Franklin, S., Peat, M. & Lewis, A. (2003). "Non traditional interventions to stimulate discussion: the use of games and puzzles", Journal of Biological Education 37(2), 79-84.
Lewis, A., Peat, M. & Franklin, S. (2005). "Understanding protein synthesis: an interactive card game discussion", Journal of Biological Education 39(3), 125-130.
Funding has been received to move the games online so that they can be used, in a modified learning format, at home for revision.