JOURNAL ARTICLE

Enhancing Learning Using Classroom Games and Exercises

Janelle Heineke

Year: 1997 Journal:   Quality Management Journal Vol: 4 (4)Pages: 32-42   Publisher: Taylor & Francis

Abstract

The measure of quality in the classroom is how much students learn, and students learn more when they are engaged with the material being taught. This article discusses the use of classroom games, exercises, and simulations to motivate learning, to provide a common experience that can provide a unifying theme for a course, and to illustrate complex or abstract concepts.A simulation of a production process, Paper Puppets, is described as an example of an experiential learning exercise that can promote student learning about observation, data collection, data analysis, process analysis, and the behavioral implications of processes. Data collected during the simulation are analyzed through the use of the seven basic quality tools. Preparation for the simulation, the mechanics of the classroom experience, and the classroom debriefing discussion are presented in detail.

Keywords:
Debriefing Experiential learning Process (computing) Quality (philosophy) Mathematics education Theme (computing) Computer science Discovery learning Psychology

Metrics

13
Cited By
1.85
FWCI (Field Weighted Citation Impact)
0
Refs
0.85
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Management and Marketing Education
Social Sciences →  Business, Management and Accounting →  Management of Technology and Innovation
Online and Blended Learning
Social Sciences →  Social Sciences →  Education

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