| Literature DB >> 35252748 |
Abstract
An important part of learning within lectures and classrooms is active participation, but this is sometimes difficult in larger lecture rooms. Questioning students is also not very fruitful in larger rooms for many reasons and invariably results in a wall of silence. Playing active-learning games changes the student-teacher dynamic and energizes the lecture room, making the lecture more memorable and worthwhile for the students. In our microbiological lectures, particularly lectures on virology and immunology, students play the 'catch-the-virus' game. As all students are in the game together, there is a competitive edge, and students forget about the anxiety of the the lecture theatre. Importantly, because of the nature of the game, the entire lecture room is involved, including students in the back rows. Interestingly, the recent coronavirus disease 2019 (COVID-19) pandemic, and its impact on student lives, makes the catch-a-virus game even more poignant.Entities:
Keywords: COVID-19; Hoberman; game; microbiology; virus
Year: 2022 PMID: 35252748 PMCID: PMC8895608 DOI: 10.1099/acmi.0.000302
Source DB: PubMed Journal: Access Microbiol ISSN: 2516-8290
Fig. 1.Changes in student participation during the catch-the-virus game in immunology and microbiology lectures. Student participation was recorded as the number of different students that answered questions posed in the lecture. Bench participation refers to the number of different benches involved in answering the questions (front row=bench 1 and so on). Students were level 3 and 4 life science undergraduates at Teesside University. Data show the mean±SD from six separate lectures. Data shows the mean±SD. *, significant difference (P<0.01) between both sets of data.