Pedagogical Advancement I
The Two-edged Sword of Gaming: The Benefit of Gaming in Territory Education
Dr. Ka Ming MOK, Department of Finance, The Chinese University of Hong Kong
Abstract / Video
Technology advancement makes gaming more addictive and easily to be played everywhere. It is unavoidable that today’s teacher is much more difficult to get student attention. Looking on the bright side, researchers suggest that incorporating gaming elements in teaching can stimulate interests of students and inspire them to be more engaged in learning. However, gamification are far less employed in territory education than in primary and secondary education. The popularity of Candy Crush and Pokemon Go among adults and elderly has shown that territory education should not be an exception for gamification. The study aims at providing the experience of gamification and discussing the key takeaways for teachers and researchers.
In Finance, it is important for students to understand the difficulties in making decisions under uncertainty and realize how behavioral bias affect their decisions, but it is easier said than done. To simulate the situation of making decision under uncertainty, in-class interactive activities are employed in Finance classes. An excel file and a google form are used to facilitate the in-class activities.
Based on the experience from nine classes, this study summarizes three key takeaways that are useful for teachers from all disciplines: i) Gamification significantly increases students’ sense of accomplishment, raising their interests in learning. ii) Gamification helps students to think from the participant, rather than form the view of an observer. iii) Setting with interaction element among students improves the learning experience and facilitates knowledge exchange.