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  Session: Improving Students' Problem Solving, Reasoning, and Metacognitive Skills
  Paper Type: Invited
  Title: Using Videogame Dynamics, Clickers, and Communities to Reframe Student Engagement
  Meeting: 2015 Summer Meeting: College Park, Maryland
  Location: N/A
  Date:
  Time: 9:30AM
  Author: Ian D. Beatty, University of North Carolin at Greensboro
  Co-Author(s): William J. Gerace
  Abstract: The most important variable in student learning is how students engage in the learning process. Using sound, research-based curricula and active-learning techniques is important, but only to the degree that students engage with these things earnestly and constructively. We can induce more students to "invest" themselves fully in their learning, and to bring a more fruitful set of cognitive and metacognitive resources to bear, by "changing the game" to challenge their preconceptions and cause them to re-frame their goals and activity. At UNCG, we have used three specific strategies to accomplish this: clicker and whiteboard questions that foreground process and inventiveness rather than knowledge and correctness, courses rebuilt from the ground up to mimic the learning dynamic of videogames, and discipline-focused learning communities that promote professional identity formation and frequent introspection.
  Footnotes: None

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