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Plant Madness: A Classroom Game Using Bracketology for Horticulture Plant Identification Courses

机译:植物疯狂:使用园艺植物识别课程的课堂游戏

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Plant Madness was a classroom activity developed and implemented for the Landscape Plants II identification course at Kansas State University. The game was modeled after the National Collegiate Athletic Association college basketball March Madness tournament and Bracketology. One activity objective was to provide students an opportunity to learn new and recent cultivars and plant species not specifically covered in the class curriculum. The activity also provided students opportunities to practice public speaking skills, an avenue to be creative, and simply have fun in class. In Plant Madness, each student randomly drew a plant from a hat and then students were randomly assigned tournament seed rankings (preliminary rankings). On specified game days, one student played against another student, each having 2 minutes of play. Student play varied, and consisted of defining different plant attributes, landscape appeal, and interesting facts, for example; or identifying the opposing student's plant's faults through riddles, poems, games, songs, or simply recitation. Referees (e.g., guest faculty, graduate students) reviewed student play and awarded points, and the student with the highest score advanced to the next round through the single-elimination tournament. A postactivity survey was administered [Spring 2016 and 2017 (n = 44)] to obtain student feedback. When asked if the students liked the activity, it was nearly unanimous, 98% liked Plant Madness. Similarly, most students (93%) self-reported the activity increased their awareness of new or recent plant cultivars. When asked to rate the activity compared with other class approaches for learning different plants based on a scale of 1 (excellent) to 5 (poor), the average rating was 1.8. Students' average rating for their ability to be creative for Plant Madness was 1.8 (1 = to a large extent, 5 = not at all). Ninety-five percent of the students recommended repeating the activity.
机译:植物疯狂是堪萨斯州立大学的景观工厂II识别课程开发和实施的课堂活动。该游戏在全国大学运动会学院篮球3月疯狂锦标赛和括号中进行了建模。一项活动目标是为学生提供学习新的和最近课程中没有专门涵盖的品种和植物种类的机会。该活动还为学生提供了练习公开演讲技巧的机会,这是创造性的大道,并且在课堂上只会玩得开心。在植物疯狂中,每个学生随机汲取了一座帽子的植物,然后学生被随机分配了锦标赛种子排名(初步排名)。在指定的游戏日,一名学生对抗另一名学生,每个学生都有2分钟的比赛。例如,学生发挥各种各样的植物属性,包括定义不同的植物属性,景观吸引力和有趣的事实;或通过谜语,诗歌,游戏,歌曲或简单地叙述来识别相反的学生植物的遗忘。裁判员(例如,嘉宾教师,研究生)审查了学生扮演和授予的积分,并且通过单消除锦标赛的下一轮学生获得最高分的学生。管理职位调查[2016年和2017年春季(N = 44)]以获得学生反馈。当被问及学生是否喜欢活动时,它几乎一致,植物疯狂98%。同样,大多数学生(93%)自我报告的活动提高了对新的或最近植物品种的认识。当被要求对活动进行评分时,与其他课程的学习不同植物的方法基于1(优秀)至5(差),平均评级为1.8。学生对植物疯狂的创意能力的平均评级为1.8(1 =在很大程度上,5 =根本没有)。百分之九十五的学生推荐重复活动。

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