Creating case-based electronic scenario widgets to broaden student experiences
Start
9-30-2020 2:00 PM
End
9-30-2020 3:00 PM
Short Description
Between the time students complete their classes and are sent out into the real world to practice what they learned, they have not often experienced a variety of “real-life” scenarios that they could encounter in the actual world. This session will discuss and demonstrate how simple electronic widgets can be created to provide students with various case-based scenarios designed to provide them with “real-life” experiences before they enter the working world.
Abstract
Inspired by the conversation observed between two speech-language pathologists, an idea was born to create a variety of electronic case-based scenarios that would allow students to practice their skills while participating in various evaluation experiences and consultation experiences before leaving the safety of the online environment. Building and providing students with the experiences to test adventure-type electronic widgets provides them with those opportunities. Two adventure widgets, how they came about, how they were designed. and how they were implemented will be shared with the audience. Game-based learning has been studied in recent years and has been shown to be useful and successful to increase students' knowledge and awareness about a variety of topics. Adventure-type widgets can be implemented with students anywhere in the k-12 environment through higher education including students with disabilities at all levels. Adventure-type widgets can easily be implemented in the online environment. Two pieces of software that can be used to create these types of widgets will also be reviewed.
Format
Concurrent Session
Institutional level targeted
Higher Ed
Creating case-based electronic scenario widgets to broaden student experiences
Inspired by the conversation observed between two speech-language pathologists, an idea was born to create a variety of electronic case-based scenarios that would allow students to practice their skills while participating in various evaluation experiences and consultation experiences before leaving the safety of the online environment. Building and providing students with the experiences to test adventure-type electronic widgets provides them with those opportunities. Two adventure widgets, how they came about, how they were designed. and how they were implemented will be shared with the audience. Game-based learning has been studied in recent years and has been shown to be useful and successful to increase students' knowledge and awareness about a variety of topics. Adventure-type widgets can be implemented with students anywhere in the k-12 environment through higher education including students with disabilities at all levels. Adventure-type widgets can easily be implemented in the online environment. Two pieces of software that can be used to create these types of widgets will also be reviewed.