Short-term experiential philanthropy: The case of Giving Games

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH JOURNAL OF PUBLIC AFFAIRS EDUCATION Pub Date : 2022-08-11 DOI:10.1080/15236803.2022.2103772
Gabel Taggart
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引用次数: 2

Abstract

ABSTRACT This article presents a case study on Giving Games (GG), which are single-session experiential philanthropy lessons where students learn about, deliberate, and decide which of a set of pre-planned nonprofit organizations should receive smaller sums of sponsored money. Findings reveal that participants’ prioritized considerations for giving changed between pre-GG and post-GG surveys, and that their considerations changed to align with pre-planned learning outcomes. Reflection on open-ended responses from the survey led to an emergent observation: that some learning outcomes in experiential philanthropy are general to the experience of researching any set of nonprofit organizations, and that some learning outcomes are specific to the nonprofits included in the experience. This observation supports the notion that experiential philanthropy can flexibly teach learning outcomes specific to different academic fields, settings, and philosophies. I also discuss backwards learning design and student-centered learning theories considering these findings.
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短期体验式慈善:以Giving Games为例
本文介绍了一个关于捐赠游戏(Giving Games, GG)的案例研究,这是一种单节的体验式慈善课程,学生可以在其中了解、考虑并决定哪些预先计划好的非营利组织应该获得较少的赞助资金。研究结果显示,在gg调查前和gg调查后,参与者对捐赠的优先考虑发生了变化,并且他们的考虑发生了变化,以配合预先计划的学习成果。对调查中开放式回答的反思导致了一个意外的观察:体验式慈善的一些学习结果对于研究任何一组非营利组织的经验都是普遍的,而一些学习结果则是针对经验中包含的非营利组织的。这一观察结果支持了这样一种观点,即体验式慈善可以灵活地教授不同学术领域、环境和哲学的学习成果。根据这些发现,我还讨论了向后学习设计和以学生为中心的学习理论。
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来源期刊
JOURNAL OF PUBLIC AFFAIRS EDUCATION
JOURNAL OF PUBLIC AFFAIRS EDUCATION EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.00
自引率
36.00%
发文量
34
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