Scavenging for the Past McMahon, Sue; Strubbe, Mary
Southern Social Studies Quarterly,
1988, Letnik:
14, Številka:
1
Journal Article
Discusses the goals and planning of a scavenger hunt which was designed to increase enthusiasm in students and promote active learning. States that a scavenger hunt instills a sense of community ...pride in students and that the community cooperation fosters a positive relationship with the school. Provides a sample scavenger hunt checklist. (GEA)
Case-based learning is a valuable tool to impart various problem-solving skills in veterinary education and stimulate active learning. Students can solve imaginary cases without the need for contact ...with real patients. Case-based teaching can be well performed as asynchronous remote-online class. In time of the COVID-19-pandemic, many courses in veterinary education are provided online. Therefore, students report certain fatigue when it comes to desk-based online learning. The app "Actionbound" provides a platform to design digitally interactive scavenger hunts based on global positioning system (GPS)-called "bounds" -in which the teacher can create a case study with an authentic patient
narrative elements. This app was designed for multimedia-guided museum or city tours initially. The app offers the opportunity to send the students to different geographic localizations for example in a park or locations on the University campus, like geocaching. In this way, students can walk outdoors while solving the case study. The present article describes the first experience with Actionbound as a tool for mobile game-based and case-orientated learning in veterinary education. Three veterinary neurology cases were designed as bounds for undergraduate students. In the summer term 2020, 42 students from the second to the fourth year of the University of Veterinary Medicine Hannover worked on these three cases, which were solved 88 times in total: Cases 1 and 2 were each played 30 times, and case 3 was played 28 times. Forty-seven bounds were solved from students walking through the forest with GPS, and 41 were managed indoors. After each bound, students evaluated the app and the course
a 6-point numerical Likert rating scale (1 = excellent to 6 = unsatisfactory). Students playing the bounds outdoors performed significantly better than students solving the corresponding bound at home in two of the three cases (
= 0.01). The large majority of the students rated the course as excellent to good (median 1.35, range 1-4) and would recommend the course to friends (median 1.26, range 1-3). Summarizing, in teaching veterinary neurology Actionbound's game-based character in the context of outdoor activity motivates students, might improve learning, and is highly suitable for case-based learning.
Scavenger Hunts have longstanding popularity as an outreach and instruction learning tool in academic libraries. This systematic review examines the implementation and assessment of scavenger hunts ...in academic library settings to determine trends in implementation and effectiveness.
A systematic literature search in multiple databases was performed to identify studies that assessed academic library scavenger hunts. Results that did not include some physical aspect of a scavenger hunt in a library building, and results that lacked some form of assessment of the scavenger hunt were excluded.
Thirteen case studies utilizing various forms of formal and informal assessment were included. Only four articles explicitly stated the population involved in the assessment, and one article provided a decisive timeframe for the scavenger hunt. The most commonly stated desired outcome was for students to have fun and/or be engaged. Assessment tools reported in the included articles were rarely reviewed or tested for validity.
The available literature on scavenger hunts in academic libraries does not provide enough evidence to make an evidence-based decision on utilizing this modality. Recording participant demographic data, and focus on assessing the scavenger hunt as an effective tool are suggestions for improving future library-based scavenger hunts.
Steadily increasing ethnic and cultural diversity in the United States has led employers to see intercultural competence as a valuable and necessary trait for those entering the workforce, including ...students studying psychology. One high-impact practice that may increase students’ multicultural awareness is study abroad. The current research examined the effectiveness of a cultural scavenger hunt offered during two short-term study abroad programs to increase participants’ intercultural competencies. Cultural competence was assessed in Study 1 (N = 10) using the Miville-Guzman Universality-Diversity Scale–Short Form. Results indicated a statistically significant increase across all subscales. In Study 2 (N = 16), the Cross-Cultural Adaptability Inventory was utilized. Results from Study 2 demonstrated statistically significant improvements in the Emotional Resilience subscale. These findings suggest that a cultural scavenger hunt may assist participants in actively engaging in the local culture and facilitate the initial development of intercultural competencies.
This study investigates the impact of an augmented reality library orientation on first-year undergraduate students' feelings of anxiety toward the library and confidence using the library. This ...paper also reviews the best practices and theoretical foundation used for designing an augmented reality library orientation. The specific goals of the orientation are to increase students' comfort and confidence with the library and librarians as measured by a pre- and post-orientation survey. After taking the orientation, students reported an increased belief in the librarians' desire to help them and an increased confidence in knowing how to use an academic library but reported no change in viewing the library as a welcoming place, feeling overwhelmed by the library, or levels of comfort asking for help.
Aim/Purpose: To investigate the application of game elements to a non-gaming context (gamification), specifically on an early childhood teacher-training course. Background: This research proposes a ...teaching strategy that combines gamification elements via e-quizzing tools with the main principles of a scavenger hunt (SH). The purpose of this blend is to provide learners with an exciting learning environment. Methodology: A convenience sample of 41 students was selected from the Early Childhood Department of the School of Education in Imam Abdulrahman University (IAU), Saudi Arabia. The learners' perceptions of gamification and the Quizizz e-tool were investigated using online scales, a focus group, and classroom observations. The teachers were also interviewed to gather their views on this strategy. Contribution: Gamification has been a focus of recent educational research, but many educators find it challenging to apply gamification effectively. Therefore, this research proposes a teaching strategy that combines e-quizzing gamification elements with the main principles of an SH to create an exciting learning environment. Findings: Gamification was found to improve trainee teachers' perceptions of the selected teaching strategy. It also increased their motivation for learning and engagement with their peers, thereby proving Quizizz to be a useful gamification tool, despite some technical difficulties. Recommendations for Practitioners: This study recommends that teachers who utilize technology should do so for educational purposes and in new ways, rather than merely increasing the time spent using technology in the classroom. This will ensure that classes are more interesting, thereby eliciting enthusiasm from their students. Recommendations for Researchers: Further research is recommended to explore students' development in the area of collaboration, synthesis of information, critical thinking, and problem-solving, as a result of gamification strategies in education. Impact on Society: The study participants expressed a willingness to apply this strategy later in their careers with other students and on other courses. The collaborative and problem-solving skills learned are likewise transferable to other contexts and lifelong learning. Future Research: Further research is recommended to explore students' development of other skills such as collaboration, synthesis of information, critical thinking, and problem-solving.
In recent years, the use of mobile applications and computer-based games as pedagogical tools has become more and more popular. Additionally, many mobile devices enhance the user experience by ...providing different sensors, e.g. to deliver location-based educative information. In this article we introduce an online tool for easily creating location-based mobile applications that combine teaching and gaming activities to make users aware of their current environment or situation. First, we briefly present the Location-based Mobile Application Creator (LMAC), an online framework for creating such mobile solutions and discuss potential application scenarios. Then, we introduce a first mobile application for educational purposes created with LMAC in more detail: a game-based scavenger hunt for children enabling them to learn facts about the city of Graz, Austria. Similar to a traditional scavenger hunt, users are able to gather geo-referenced information with mobile devices (smartphones and tablets) and learn about the environment in a playful way. With LMAC, teachers can easily create individual scavenger hunts adapted to the current subject matter. This paper is an extended version of our work published in 2014 at the IMCL-conference.
Abstract Given the rarity of pediatric cardiopulmonary arrests, pediatric residents' experience in participating in resuscitations is very limited, even in large tertiary care centers. In our ...experience, a significant obstacle to their resuscitation performance is residents' limited awareness of which emergency supplies are available to them, where they are located, or how to access them, resulting in disorganized and inefficient leadership performance during resuscitations. We developed this scavenger hunt activity to offer an interactive and practical method of orienting residents to the emergency management supplies and other resources available to them in the inpatient clinical setting. Having a working knowledge of their supplies will increase residents' ability to more efficiently and effectively lead and participate in resuscitations. In addition, this learning activity can facilitate residents' establishment of interprofessional relationships with ancillary staff throughout the medical center as they conduct their search. We have implemented this activity with multiple resident groups during this academic year. It was clear since the beginning of our implementation that our residents enjoyed this interactive learning activity, and they have remained very enthusiastic participants. The element of competition between teams is particularly appealing to some residents, who make the activity that much more engaging for the rest of the learner group. To assess knowledge retention related to resuscitation equipment and emergency systems of care for pediatric patients in our medical center, we conducted a 6-month follow-up assessment using a 48-item quiz with scavenger hunt participants. They scored higher on the question items assessing knowledge of emergency supply location compared to controls. Based on this data, we have concluded that the scavenger hunt activity can help improve residents' knowledge of available emergency equipment and resources in their medical center compared to traditional training experiences alone.
Purpose
– The purpose of this paper is to discuss the technical aspects of using the Edventure Builder platform to create UC San Diego’s scalable, interactive, online library orientation activity, ...which was designed for the university’s new First Year Experience program.
Design/methodology/approach
– This paper examines a case study using a successive approximation model for the build process of a mobile library scavenger hunt.
Findings
– The Edventure Builder software is intuitive, scalable and provides a variety of options to users, including flexibility in question format, a WYSIWYG interface, and branching logic. The main limitation is that analytics is still in beta testing and users must request that data be sent in an Excel spreadsheet via e-mail.
Originality/value
– This paper is of interest to information professionals who would like to create a mobile library orientation activity using the Edventure Builder platform.