2020
DOI: 10.1021/acs.jchemed.9b00904
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Guided Heads-Up: A Collaborative Game that Promotes Metacognition and Synthesis of Material While Emphasizing Higher-Order Thinking

Abstract: Games are a way to engage students with course material in a low-stakes environment. In the popular game app “Heads Up!”, participants give clues to a guesser who is holding a word on their forehead. Here, we present a modified version of this game where students are required to give clues in a specific order that emphasizes higher-order thinking in the early rounds and moves to lower-order recall events in the later rounds. The collaborative group environment promotes oral communication, metacognition, and st… Show more

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Cited by 16 publications
(14 citation statements)
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“…Akin to the single player counterpart, all players can enter a name before commencing the game, providing a personalized feel but also so that it is clear which player should answer which question. This mode can be used as a helpful activity as part of group work or support teaching sessions as an icebreaker to introduce students to one another or even simply through recreation, promoting student–student interaction …”
Section: Organic Fanaticmentioning
confidence: 99%
“…Akin to the single player counterpart, all players can enter a name before commencing the game, providing a personalized feel but also so that it is clear which player should answer which question. This mode can be used as a helpful activity as part of group work or support teaching sessions as an icebreaker to introduce students to one another or even simply through recreation, promoting student–student interaction …”
Section: Organic Fanaticmentioning
confidence: 99%
“…The game provides a fun, social learning experience that allows students to develop their familiarity of the structures of different functional groups and allows them to gain a deeper appreciation of the subtle structural differences between similar functional groups (e.g., the differences between carboxylic acid derivatives). An adaptation of this approach was described by Fishovitz et al This approach requires students to give clues to the player with the structure on their forehead in a specific order to promote higher-order thinking . A card-game designed to support student learning of functional groups was described by Knudston .…”
Section: Introductionmentioning
confidence: 96%
“…In all these activities, gaming is seen as an alternative approach of boosting communication 37 between students, and might allow them to learn in an entertaining way compared with the traditional lecture format 38,39 . However, most of these games are individual and do not develop teambuilding or group communication 40 . The use of educational escape games is relatively new in the international sphere 41 .…”
Section: Introductionmentioning
confidence: 99%