Presented as a MyShare short-format presentation for Omiya JALT, March 13 2011.
This experience-based lesson demonstrates successful elements of contemporary and previous game shows, and how they might best be applied for content retention. Game-related issues such as problem creation, problem selection and scoring, and participant-response dynamics are specifically addressed through examples; a review of studies in cognitive science makes the case for testing as a means of effective content retention.
This presentation would further be developed and given as a lecture and workshop for the Nakasendo conference.
This lesson used a PowerPoint version of Jeopardy originally developed by Kevin Culpepper. Click here for Jeopardy and other works.
Entry from JALT National's website available here.
This experience-based lesson demonstrates successful elements of contemporary and previous game shows, and how they might best be applied for content retention. Game-related issues such as problem creation, problem selection and scoring, and participant-response dynamics are specifically addressed through examples; a review of studies in cognitive science makes the case for testing as a means of effective content retention.
This presentation would further be developed and given as a lecture and workshop for the Nakasendo conference.
This lesson used a PowerPoint version of Jeopardy originally developed by Kevin Culpepper. Click here for Jeopardy and other works.
Entry from JALT National's website available here.