Spoons: From Cards to Chemistry Lela Ruck, James E. Becvar Department of Chemistry, University of Texas at El Paso Abstract Playing Spoons The Role of the Peer Leader During the game, the peer leader should ensure that teams are working cooperatively. One student should not contribute more than the other students in any one team. As part of the Plus Two Peer Led Team Learning (PLTL) program at the University of Texas at El Paso (UTEP), peer leaders are encouraged to plan workshops to benefit all types of students with a variety of different learning styles. Playing a game is one way to get all the students in a workshop involved in the lesson. Spoons is a game that encourages students to work together and learn from one another. Students must also work quickly and efficiently to earn as many points as possible. Learning how to manage helps students complete timed exams and quizzes in lecture. Originally adapted from a card game, spoons can also be used to help students learn multiple general chemistry concepts. Using games in the workshop is a unique aspect of the PLTL program at UTEP and has helped increase the pass rate in first semester general chemistry by about 20%. The peer leader should not explain any problem or topic unless the whole workshop is having difficulty. This ensures that students depend on one another to learn the material. Students are usually not allowed to use their chemistry books or their notes to help solve the problem. Without the help of the peer leader or the book, students must work together to find a successful approach to the problem. A great way to vary the game is to have the students come up with the problem to be worked. They can all try to work a previous homework or quiz problem that they had trouble with. How To Play Divide the students in a workshop into three or more teams with no more than 4 students per team. Students work in teams at the board to solve the problem. Why Games are Important As students explain their work other teams listen and ask questions. Games are a fun and easy way to get students involved in the workshop. If there are three teams, there need to be two spoons; if there are four teams, then three spoons. The more involved students are in the workshop, the more likely it is that they will learn the required material. Markers can be substituted if spoons are unavailable. The spoons should be placed in the center of the room where someone from each team can easily reach them. To see if playing spoons really helped students learn the material, 30 students were given a three question quiz before and after playing the game. The quizzes were later graded and compared. All teams are given the same problem to solve. The first team that solves the problem and is confident that their answer is correct should grab the first spoon. The results were compiled into a chart, shown below. Students Quiz Scores Before (Orange) and After (Blue) Playing Spoons The other teams can compete for the remaining spoon(s) when they are confident that they have solved the problem correctly. 20 18 The team that is unable to grab a spoon receives zero points for that round. The team that grabbed the spoon first must explain their answer to the other teams once each team has completed the problem. The other teams can ask questions and can decide whether the first team answered the question correctly. Students work as a team to explain the problem to other teams. Once a team has solved the problem they can grab a marker. 14 12 10 8 6 4 If the workshop members believe the first team has the right answer, that first team will receive the maximum number of points for the round. 2 0 0 If the workshop members believe that the first team solved the problem incorrectly, the team that can explain it correctly will receive the maximum number of points for the round and the team that solved it incorrectly will not receive any points for that round. 1 2 Number of Questions Answered Correctly 3 The orange bars indicate the quiz grades before playing spoons while the blue bars indicate the quiz grades after playing the game. Although we were only able to quiz a total of 30 students, there is a clear trend in the data. After playing spoons, none of the students received a zero for the quiz compared to the seven students who received a zero before playing spoons. The other teams that did not solve the problem but still grabbed a spoon will receive minimum points. The team that received the maximum number of points for solving the problem correctly is not allowed to obtain a spoon in the next round to ensure that one team does not dominate the game. Also, the number of students able to answer all the questions correctly dramatically increased after the game was played. Although more data should be obtained in the future, the preliminary data does suggest that playing games during workshop can help facilitate the understanding of complex chemistry topics. The team that is unable to compete for the spoon in the second round must still work on the problem because they can still gain points if the team that explains the problem is incorrect. Once the second round is complete, the team that was unable to compete can once again compete for a spoon in the following round. Number of Students 16 Students in other teams must work fast to obtain remaining markers. Playing the game makes the material more interesting and fun. Incorporating games into the workshop is a unique aspect of the Peer Led Team Learning (PLTL) program at the University of Texas El Paso (UTEP) and undoubtedly contributes to the program’s success.
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