The aim of this study was to explore the perceptions of eleven different subject-specialist medic... more The aim of this study was to explore the perceptions of eleven different subject-specialist medical school staff with varying experience levels, of the benefits and drawbacks of adopting an electronic tutor briefing format rather than the traditional face-to-face tutor briefings when used in support of problem-based learning sessions across an eight week module in the second year of the Keele undergraduate medical curriculum. Our aim is also to identify and explore the benefits and interdisciplinary value of adopting or adapting these for the legal education discipline. This study shows that an electronic tutor briefing format is successful in supporting tutors with their teaching but there are still issues in presenting it as a wholesale replacement of the live briefings in its current form and our future work will expand this pilot into the legal education arena to test the validity of our findings in another discipline.
Gamification in an educational context has been shown to be a valuable tool to learners and educa... more Gamification in an educational context has been shown to be a valuable tool to learners and educators in a diverse range of environments both inside and outside higher education. We have invented a narrative-based card game called “Oracle” that can be played by between 2 – 5 players, intended to aid development of both listening and communication skills through play. We provided the game to a mixed gender group of pre-university students as part of a larger session on developing communication skills to explore their perceptions of a game-based approach to this. We asked for anonymous self-evaluated perceptions of both listening and communication skills pre- and post- gameplay using a 5-point Likert scale. Our pilot data shows a positive perception of our game-based approach to engaging with listening and communication skill development, as well as positive perceptions of improvements in communication and listening skills. We therefore hypothesise that using a narrative-driven game t...
This chapter describes an innovation supporting interaction between a teacher, and a student grou... more This chapter describes an innovation supporting interaction between a teacher, and a student group. It argues that there are five modes of engagement for students in groups. The mode of group interaction with a teacher can benefit from mediation by a voting, or response, technology. An exploratory pilot study of a novel, nonelectronic technology to support this mode is described. CommuniCubes enable every student in a group to vote individually on options presented to them. They were used by a large group in a stepped, lecture theatre, and by smaller groups in seminar rooms. The evaluation found the overall student response to be positive. The reasons students gave for CommuniCubes being both helpful and unhelpful to their learning are summarized. The costs and benefits of this technology and electronic voting devices are compared, and the issues for further research are discussed.
The aim of this study was to explore the perceptions of eleven different subject-specialist medic... more The aim of this study was to explore the perceptions of eleven different subject-specialist medical school staff with varying experience levels, of the benefits and drawbacks of adopting an electronic tutor briefing format rather than the traditional face-to-face tutor briefings when used in support of problem-based learning sessions across an eight week module in the second year of the Keele undergraduate medical curriculum. Our aim is also to identify and explore the benefits and interdisciplinary value of adopting or adapting these for the legal education discipline. This study shows that an electronic tutor briefing format is successful in supporting tutors with their teaching but there are still issues in presenting it as a wholesale replacement of the live briefings in its current form and our future work will expand this pilot into the legal education arena to test the validity of our findings in another discipline.
Gamification in an educational context has been shown to be a valuable tool to learners and educa... more Gamification in an educational context has been shown to be a valuable tool to learners and educators in a diverse range of environments both inside and outside higher education. We have invented a narrative-based card game called “Oracle” that can be played by between 2 – 5 players, intended to aid development of both listening and communication skills through play. We provided the game to a mixed gender group of pre-university students as part of a larger session on developing communication skills to explore their perceptions of a game-based approach to this. We asked for anonymous self-evaluated perceptions of both listening and communication skills pre- and post- gameplay using a 5-point Likert scale. Our pilot data shows a positive perception of our game-based approach to engaging with listening and communication skill development, as well as positive perceptions of improvements in communication and listening skills. We therefore hypothesise that using a narrative-driven game t...
This chapter describes an innovation supporting interaction between a teacher, and a student grou... more This chapter describes an innovation supporting interaction between a teacher, and a student group. It argues that there are five modes of engagement for students in groups. The mode of group interaction with a teacher can benefit from mediation by a voting, or response, technology. An exploratory pilot study of a novel, nonelectronic technology to support this mode is described. CommuniCubes enable every student in a group to vote individually on options presented to them. They were used by a large group in a stepped, lecture theatre, and by smaller groups in seminar rooms. The evaluation found the overall student response to be positive. The reasons students gave for CommuniCubes being both helpful and unhelpful to their learning are summarized. The costs and benefits of this technology and electronic voting devices are compared, and the issues for further research are discussed.
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Papers by Mark Davys