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Pip Proposal-2
Pip Proposal-2
Tanner Lesh
September 2022
Research question:
Does team-based learning through classroom games increase student engagement in
Math?
Key Strategies
Students working in teams will be required to work with their peers, help teach other
students in their teams, and with a sense of team responsibility. Students who typically may be
reluctant to complete their work are now part of a team of peers depending on them.
Games will allow students to learn at their own pace and create room for challenging
enrichment activities for students that work through required learning material more quickly. The
goal is also to have more time in class for students to work on tasks that will help their learning
and equip them with resources to help them learn the math they need. I am anticipating time
freed up to allow for planned and reactive mini lessons within teams or groups of students while
other students are actively engaged in a competitive learning process.
Timeline
September:
- Focus on classroom culture and introduce games to students during the more simple
divisibility Unit
- Ensure the games will indeed work for the learning of students (It has worked well so far)
October:
- Reflect on the previous game for divisibility, find the potential issues with the game and
look for ways to improve the game, adding in an increased variety within games. (ie.
Powerups and Sabotaging)
- Create Website with structure of games and gamification
November:
- Continue to improve the game, adapting as games go along.
- Refine the website and rethink presentation structure if necessary
December:
- Deliver the most refined scenario game to students and Present Findings in the PIP
symposium
Hypothesis:
By creating a way for students to collaborate, students will be more engaged in learning,
seeing the value and excitement in learning math concepts. Students will see that you do not
need to be a ‘math wiz’ to enjoy math.
Matera, M. (2015). Explore like a pirate: Engage, enrich, and elevate your learners with
gamification and game-inspired course design. Dave Burgess Consulting, Inc.
Description: This is a study that concludes that the impact of gamification for
study can increase the ability for students to meet learning outcomes. It suggests that
gamification increases learner motivation, therefore increasing learners’ knowledge gain
from an activity.
Thompson, B. M., Haidet, P., Borges, N. J., Carchedi, L. R., Roman, B. J. B., Townsend,
M. H., Butler, A. P., Swanson, D. B., Anderson, M. P., & Levine, R. E. (2015).
Team cohesiveness, team size and team performance in team-based learning
teams. Medical Education, 49(4), 379-385. https://doi.org/10.1111/medu.12636
Description: This is an article that takes medical students as a study group to see
if team-based learning improves test scores. The article finds that increased
group size and cohesion has a positive relationship wth increased performance.