Teaching Innovation for the 21st Century | 2024

The study and the educators’ personal reflections showed that the students enjoyed game-based learning as an alternative to traditional learning methods. Students were excited to engage with the material and fellow students and to challenge themselves to achieve their learning goals. Limitations and Recommendations Game-based learning is limited with respect to its multimedia content. Videos may be used in the next iteration. Recommendations include formulating a game-based learning user guide for new students to indicate expectations, methods, score calculation, and timing needed to achieve high scores in the games. Longer questions will require an increased response time for students to answer questions. Finally, game teams can be implemented to compete against each other. References Fortes, P. C., & Tchantchane, A. (2010). Dealing with large classes: A real challenge. Procedia-Social and Behavioral Sciences, 8, 272-280. Hornsby, D. J., Osman, R., & De Matos-Ala, J. (2013). Teaching large classes. Large-class pedagogy: Interdisciplinary perspectives for quality higher education, 4, 7. Lombardi, M. M., & Oblinger, D. G. (2007). Authentic learning for the 21st century: An overview. Educause learning initiative, 1(2007), 1-12. Mayan, M. J. (2016). Essentials of qualitative inquiry. Routledge. Mulryan-Kyne, C. (2010). Teaching large classes at college and university level: Challenges and opportunities. Teaching in higher education, 15(2), 175–185. Ortiz Rojas, M. E., Chiluiza, K., & Valcke, M. (2016). Gamification in higher education and stem: A systematic review of literature. In 8th International Conference on Education and New Learning Technologies (EDULEARN) (pp. 6548-6558). Iated-int Assoc Technology Education A& Development. Quintero Corzo, J., & Ramírez Contreras, O. (2011). Understanding and facing discipline-related challenges in the English as a foreign language classroom at public schools. Profile Issues in TeachersProfessional Development, 13(2), 59-72. Šćepanović, S., Žarić, N., & Matijević, T. (2015, September). Gamification in higher education learning–state of the art, challenges and opportunities. In The sixth international conference on e-Learning (eLearning-2015) (pp. 24-25). Tan, O. S. (2003). Mediated learning and pedagogy: Applications of Feuerstein’s theory in twenty-first century education. Wadesango, N. (2021). CHALLENGES OF TEACHING LARGE CLASSES. African Perspectives of Research in Teaching and Learning, 5(2), 127-135. Wang, Y. F., Hsu, Y. F., & Fang, K. (2022). The key elements of gamification in corporate training–The Delphi method. Entertainment Computing, 40, 100463. Teaching Innovation for the 21st Century | Showcasing UJ Teaching Innovation Projects 2024 116

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