Learning Theory
The Strategy
Limitations
Advantages
Evaluation of Learning
100
Gaming is listed as a key part of this learning strategy.
What is an active learning strategy?
100
This learning strategy is an activity with rules involving chance and showcasing players knowledge and skill to reach a specific learning outcome.
What are games?
100
In gaming, this aspect may be threatening to some students.
What is competition?
100
Gaming is known to increase this during the classroom game.
What is student engagement?
100
Games allow the student to know if the answer is correct during the game.  This is important for millennial students.
What is immediate feedback?
200
Games are also considered to be part of this learning strategy.
What is cooperative learning strategy?
200
Games are often used in the beginning of a class whether online or in person to allow for the students and faculty to get to know each other.  This is called....
What is an ice-breaker?
200
There are two disadvantages to the educator when it comes to gaming name one.
What is cost?

What is timely to develop?

200
Gaming is also known to help the student remember what was learned therefore improving this.
What is retention?
200
As the students go through the game, use the knowledge they have gained from class, the educator can see the students ability to 
What is apply theory?
300
This domain is the one most commonly associated with gaming as a strategy.
What is cognitive?
300
Games are used after the initial education has been provided as this method.
A reinforcement method?
300
Often times there are many students in one classroom and games may require more of this than is available.
What is space?
300
Often times students relay how they have enjoyed the game in the classroom and describe games as this.
What is fun or exciting?
300
In comparison to lecture learning from gaming has been shown to......
What is last longer?
400
This is the other domain associated with gaming.
What is Affective Domain?
400
Games are often thought of as this type of learning.
What is active learning?
400
The amount of time allotted for debriefing after a game is often not enough.  This is the recommended amount of time or the game may not be effective.
What is an equal amount of time for gaming and debriefing?
400
When the student is able to apply the knowledge learned to the game the educator can see the connection between these two things.
What is practical experience and theory?
400

The final aspect of gaming that is important for learners to participate in to understand what each student is taking away from the game.

What is a debriefing?

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