游戏与评估:衡量课程内容如何影响种族言论

IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Journal of Experiential Education Pub Date : 2022-02-25 DOI:10.1177/10538259221077178
Alicia L. Brunson, Donovan Edward
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引用次数: 2

摘要

背景:种族谈话减少种族偏见,提供关于种族的正确信息,提高种族素养,鼓励积极的种族关系。目的:本研究展示了游戏形式的体验式学习如何衡量种族和民族课程的课程效果。方法/方法:我们在学期开始和结束时使用了Guess Who(孩之宝)游戏的实时版本,并评估了学生对游戏的反应,以衡量种族言论的变化。研究结果/结论:研究结果表明,为期16周的制度性种族主义课程可能会改变种族言论。启示:学生从这个活动中受益于他们的种族素养的提高,教师也受益于使用这个游戏来评估他们课程的有效性。
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Games and Assessment: Measuring How Course Content Impacts Race-Talk
Background: Race-talk reduces racial prejudice, presents correct information regarding race, improves racial literacy, and encourages positive race relations. Purpose: This research demonstrates how experiential learning in the form of a game measures Race and Ethnicity course curriculum effectiveness. Methodology/Approach: We used a live version of the game Guess Who (Hasbro) at the beginning and end of the semester and assessed students’ reflections of the game to measure changes in race-talk. Findings/Conclusions: The results indicate courses focusing on institutional racism for 16 weeks may produce a change in race-talk. Implications: Students benefit from this activity by growing in their racial literacy, and instructors benefit by using the game to assess their curriculum's effectiveness.
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来源期刊
Journal of Experiential Education
Journal of Experiential Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.20
自引率
20.00%
发文量
26
期刊介绍: The Journal of Experiential Education (JEE) is an international, peer-reviewed journal publishing refereed articles on experiential education in diverse contexts. The JEE provides a forum for the empirical and theoretical study of issues concerning experiential learning, program management and policies, educational, developmental, and health outcomes, teaching and facilitation, and research methodology. The JEE is a publication of the Association for Experiential Education. The Journal welcomes submissions from established and emerging scholars writing about experiential education in the context of outdoor adventure programming, service learning, environmental education, classroom instruction, mental and behavioral health, organizational settings, the creative arts, international travel, community programs, or others.
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