2014
DOI: 10.2466/07.08.it.3.10
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It’s a game! Evaluation of a classroom game to enhance learning in an introductory counseling course1

Abstract: CITATION Robison, F. F. (2014) It's a game! INNOVATIVE TEACHING Ammons Scientifi c www.AmmonsScientifi c.com CITATION Robison, F. F. (2014) It's a game! Evaluation of a classroom game to enhance learning in an introductory counseling course. Innovative Teaching, 3, 10.

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Cited by 7 publications
(15 citation statements)
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“…Written comments from student evaluations were also overwhelmingly positive in reference to the fast pace, intense competition, and effectiveness of the game for learning (Table 1). This assessment adds to the growing body of evidence in favor of using classroom games as learning tools to review course material (8–10).…”
Section: Resultsmentioning
confidence: 99%
“…Written comments from student evaluations were also overwhelmingly positive in reference to the fast pace, intense competition, and effectiveness of the game for learning (Table 1). This assessment adds to the growing body of evidence in favor of using classroom games as learning tools to review course material (8–10).…”
Section: Resultsmentioning
confidence: 99%
“…The group activity can be implemented in all education levels. Moreover, it also can provide information regarding many aspects, thus the individual can obtain more knowledge to develop their potentials well, as what the objective of guidance and counseling service provides (Robison, 2014).…”
Section: Discussionmentioning
confidence: 99%
“…Engagement is measured as interest in the activity and subject matter. 24 We would like to highlight that most previ-ous studies do not address engagement in a remote learning environment. Moreover, although gamification is a popular educational strategy, it has not been widely explored or adopted in BME.…”
Section: Novel Initiativementioning
confidence: 99%
“…6 Our goals in playing the Bingo game were to increase engagement in the virtual classroom, within the biofluid mechanics' course. Engagement is evaluated as interest in the game activity 24 and by collecting the student feedback in an anonymous survey. 22 We distributed the survey after playing Bingo to determine if students felt more engaged and attentive in the class while participating in the game.…”
Section: Evaluation and Reflectionmentioning
confidence: 99%