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32 nd International Conference on Technology in Collegiate Mathematics VIRTUAL CONFERENCE ictcm.com | #ICTCM 32 nd International Conference on Technology in Collegiate Mathematics VIRTUAL CONFERENCE #ICTCM Gives us a Break! Dr. F.


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32nd International Conference on Technology in Collegiate Mathematics

ictcm.com | #ICTCM

VIRTUAL CONFERENCE

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32nd International Conference on Technology in Collegiate Mathematics VIRTUAL CONFERENCE

#ICTCM

Gives us a Break!

  • Dr. F. Strazzullo, Reinhardt University
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32nd International Conference on Technology in Collegiate Mathematics VIRTUAL CONFERENCE

#ICTCM

Attention Span

Johnstone & Percival (1976), Hartley & Davies (1978), McKeachie & Svinicki (2006), Bunce et al. (2010), Wilson & Korn (2007), Munoz-Luna & Jurado-Navas (2016)

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32nd International Conference on Technology in Collegiate Mathematics VIRTUAL CONFERENCE

#ICTCM

Routine Breakers

Nairne (1996), Killen (2007), de Byl (2013), Silapachote & Srisuphab (2014), Munoz-Luna & Jurado-Navas (2016), Karagiorgas & Niemann (2017)

  • Lectures frequently are passively monotonous,

causing boredom and drowsiness

  • Low Doses of a Medication, often
  • Engaging Working Memory
  • Active Learning through Learning Games
  • Game-Based Learning
  • Gamification and Serious Games
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32nd International Conference on Technology in Collegiate Mathematics VIRTUAL CONFERENCE

#ICTCM

Gamification

Kangas et. al. (2017), An & Cao (2017), Ke (2016), Ito (2008)

  • Digital Educational Games
  • Moderate to Strong Effect on Cognitive

Learning Outcomes

  • Rich Primers for Active Learning
  • Multimodal Representation and

Visualization of Information

  • Simulated Problem Solving
  • Instant Feedback
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32nd International Conference on Technology in Collegiate Mathematics VIRTUAL CONFERENCE

#ICTCM

Example for Calculus 1

  • Kahoot!
  • After Game Surveys – Indirect Measure
  • In Game Answers
  • Pre-assessment or Post-assessment
  • Synchronous or Asynchronous

Here is the game

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32nd International Conference on Technology in Collegiate Mathematics VIRTUAL CONFERENCE

#ICTCM

References 1/2

An, Y.-J., & Cao, L. (2017). The Effects of Game Design Experience on Teachers’ Attitudes and Perceptions regarding the Use of Digital Games in the Classroom. TechTrends: Linking Research & Practice to Improve Learning, 61(2), 162–170. https://doi.org/10.1007/s11528- 016-0122-8 Bunce, D. M., Flens, E. A., & Neiles, K. Y. (2010). How Long Can Students Pay Attention in Class? A Study of Student Attention Decline Using Clickers. Journal of Chemical Education, 87(12), 1438–1443. http://dx.doi.org/10.1021/ed100409p de Byl, P . (2013). Factors at play in tertiary curriculum gamification. International Journal of Game-Based Learning, 3(2), 1–21. Hartley, J., & Davies, I. K. (1978). Note taking: A critical review. Programmed Learning and Educational Technology, 15, 207–224. Ito, M. (2008). Education vs. entertainment: A cultural history of children’s software. The ecology

  • f games: Connecting youth, games, and learning (pp. 89–116). Cambridge: MIT

Press.Johnstone & Percival (1976), Kangas, M., Koskinen, A., & Krokfors, L. (2017). A qualitative literature review of educational games in the classroom: the teacher’s pedagogical activities. Teachers & Teaching, 23(4),

  • 451. https://doi.org/10.1080/13540602.2016.1206523

Karagiorgas, D. N., & Niemann, S. (2017). Gamification and Game-Based Learning. Journal of Educational Technology Systems, 45(4), 499–519. http://dx.doi.org/10.1177/0047239516665105

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32nd International Conference on Technology in Collegiate Mathematics VIRTUAL CONFERENCE

#ICTCM

References 2/2

Ke, F . (2016). Designing and integrating purposeful learning in game play: a systematic review. Educational Technology Research & Development, 64(2), 219–244. https://doi.org/10.1007/s11423-015-9418-1 Killen, R. (2007). Effective teaching strategies: lessons from research and practice, 4th ed. South Melbourne, Vic.: Thomson Social Science. McKeachie, W. J., Svinicki,M. (2006). McKeachie’s teaching tips: Strategies, research, and theory for college and university teachers (12th ed.). Boston: Houghton-Mifflin. Munoz-Luna, R., & Jurado-Navas, A. (2016). Routine Breakers for Emotionally Active Learning: “A Case Study.” International Journal of Higher Education, 5(4), 52–62. [Retrieved from http://search.ebscohost.com/login.aspx?direct=true&AuthType=ip,shib&db=eric&AN=EJ11138 17&site=eds-live&scope=site&custid=ken1] Nairne, J. S. (1996). Short-term/working memory. In E. L. Bjork & R. A. Bjork (Eds.), Memory (pp. 101–126). San Diego, CA: Academic. Silapachote, P ., & Srisuphab, A. (2014). Gaining and maintaining student attention through competitive activities in cooperative learning A well-received experience in an undergraduate introductory Artificial Intelligence course. 2014 IEEE Global Engineering Education Conference (EDUCON), Global Engineering Education Conference (EDUCON), 2014 IEEE, 295–298. https://doi.org/10.1109/EDUCON.2014.6826106 Wilson, K., Korn, J. H. (2007). Attention During Lectures: Beyond Ten Minutes. Teaching of Psychology, 34(2), 85–89. https://doi.org/10.1080/00986280701291291

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#ICTCM

Contact Information

  • Dr. Francesco Strazzullo

Associate Professor of Mathematics Reinhardt University fs1@reinhardt.edu @DrFr_Strazzullo