
Jeopardy in the
Classroom
http://www.lessonplanspage.com/CIOComputerTermsJeopardyGameIdea610.htm
This
lesson plan chosen to analyze is entitled “Computer Terminology Jeopardy Review
Game.” It was submitted online by Leslie Allen intended for grades six through
ten. It is intended to be a fun and effective source of review of subject
material using a well known television game. It incorporates essential concepts
learned in Educational Psychology and shows them at work in a classroom
setting.
Peer
modeling is an aspect in this lesson plan in the way that they are trying to
exemplify the positive behaviors of their peers by correctly demonstrating
their use of learned knowledge during the review game. Within a classroom
setting, students are constantly looking to other peers for confirmation of
intelligence. A sense of social desirability comes into play when being called
upon and expected to know the correct answer. Answering a question wrong can
lead to a feeling of inferiority. Therefore, concentration and peer modeling
come into focus. If student A wants to be like student B, student A is going to
try their best to make a favorable impression. Excelling in a lesson in front
of classmates boosts the individuals self-efficacy and makes them want to
continue on and learn more. On the
contrary, if the student fails in front of a classmate, their self-efficacy is
diminished because they feel as though they are looked down upon by their peers
for being less knowledgeable. This will
also decrease their desire to contribute to the class for fear that they will
fail again.
Another
concept at play here is information processing. With hundreds of ideas entering
our minds each day, we need a way to store what we need to recall at a later
time. As a teacher, it is a duty to help students retain important information
and skills. By using the visual aid of a chalkboard and the jeopardy game
board, students can store the image in their head of where an answer or
question was. When the time comes for a test, retrieval will be easier if the
student can think back to where they saw the question before and then hopefully
remember the answer that followed. Giving information a home in our memory
makes recalling the facts much easier.
Visual imagery gives our memory something with a
foundation to come back to at a later point. Remembering who answered what
question or why a certain answer was not correct helps students in eliminating
possible answers. It is a way of coding the information. Imagery engages the student’s
minds and stimulates thought more often than just sitting at a desk listening
to a lecture.
Advance organization also is a part of the jeopardy
lesson plan. By using a game technique that the students are familiar with,
implementing new information with previously learned material makes
comprehension easier. Advance organizers
set the stage for new concepts. Using the layout form of the popular game,
student have a sense of confidence going into the game, already knowing how to
play the game, the new interesting part will be what type of questions will be
revealed. This keeps the students alert and ready for any possible question
that might come their way. Presenting the information in a new format, not
written on the board, but in a new dimensional way reinforces comprehension.
Association
is also another method that this review game uses. The students can associate the information
that is used under the different categories and use those cues as a type of
organizer to better provide stimuli in order to recall the information more
easily. Another association the students
can make is the song that plays when they are trying to come up with an answer
in their teams. During the test the song
can provide an extra stimulus for the student to help retrieve the answer to a
question. By using prior knowledge and
experience, the students can connect the information to a personal experience
they had with the game of jeopardy or with the sounds and images associated
with the game.
This lesson plan also
uses the method of quizzing. While
playing the game, the students are being quizzed on previously learned
information which helps them to better retain the information. They use more active rehearsal while working
with their peers in an interesting game which provides an easier way of
retaining the information because the game is fun and therefore may create
stronger associations by providing more meaningful stimuli. It also makes the information easier to
recall later because of the strong associations it builds.
In the review game of
jeopardy, rehearsal is a prominent method of learning. The students are rehearsing previously
learned information through the repetition of the material that they need to
know for a test, therefore increasing the likelihood that they will store the
information in long term memory. Chances
are the students have already been exposed to the information on several
occasions and using the game as a final review.
This strengthens the information using the repetitions and therefore
stores the material more solidly with stimuli that make it easier to retrieve.
This lesson plan also
utilizes the method of outlining. The
questions in jeopardy are already organized into their specific topics with fun
names as the headings. The headings provide better means for chunking
information and summarizing main ideas in order to increase the chances of the
student retaining the information. It
organizes the material into categories that simplify the information and break
it up into larger pieces of information so that the brain can better process
them and store them. However, the fun
names also provide more meaningful stimuli that help provide more associations
in order to store the information in long term memory. The humorous titles and puns that are used in
the category names tend to be something that students recall easier than simple
titles. Therefore, the associations made
with the categorization of the information helps to better store the
information in a way that the students can easily access it when it comes time
to take the test.
Perhaps the most
desirable part of the lesson plan for the students is the concept of
reinforcement. At the end of the jeopardy game, the person with the most money
wins a prize. Instead of a real cash prize, the student is rewarded with
something most desirable to them in the classroom context. Receiving ten extra
points on the next quiz, a day of no homework makes wining and succeeding in
the lesson worthwhile. This extrinsic reinforcement promotes the positive
behavior and work effort that the students have put forth.
When using extrinsic
motivation in this way, the students are being rewarded with a point system,
which in this particular game is fake money.
The money will then be used later to receive such as free homework
passes or extra credit on the test. This
motivates the students in a way that typically undermines the effectiveness of
intrinsic motivation. The students will
want to succeed in order to receive the prizes or reinforcement, instead of the
praise of doing well or the self-reward of getting a good grade on the
test. It also encourages the students to
not want to perform well in future games if the extrinsic rewards are taken
away. Therefore, using this method may
not be the best way to provide reinforcement, however,
it may be more beneficial to use reinforcement that involves praise or an
option to design the next review game.
Many methods that have
been discussed in class are present in the Jeopardy Game lesson plan. Overall, this lesson plan is effective and
will propel the learning of students in order to prepare for an exam. With the use of peer modeling, information
processing, advance organizers, reinforcement, association, quizzing,
rehearsal, outlining, and extrinsic reinforcement, the student will better
retain the information they are reviewing and store it in long-term memory so
that they can better and more easily recall it in the future, such as on the
exam.