Abstract: Playing TV game shows such as Jeopardy or Survivor in the classroom can be fun. But does it improve student understanding of course concepts? To find out, the author conducted eight experimental trials in five separate undergraduate information systems classes. Although he found limited improvement in student learning, the author’s experiences with the game and the results of a student survey were positive.
Keywords: Pedagogy, Learning goals & outcomes, Outcomes-based learning, Student performance, Active learning
Download this article: JISE - Volume 24 Number 3, Page 203.pdf
Recommended Citation: Simkin, M. G. (2013). Playing Jeopardy in the Classroom: An Empirical Study. Journal of Information Systems Education, 24(3), pp. 203-210.