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CASE STUDY

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The Snap Card game brought a lot of stress free learning to the classrooms. ... Snap Cards, Worksheets, interactive Practice and Test sessions gave the ... – PowerPoint PPT presentation

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Title: CASE STUDY


1
CASE STUDY CONDUCTED AT JASUDBEN M. L. SCHOOL,
MUMBAI, ABOUT THE EFFICACY OF USING YO
QUESTIONS AS A CLASSROOM TEACHING TOOL
2
  • OBJECTIVES AND OUTCOMES
  •   To encourage the use of the YO QUESTIONS at
    the school
  •  
  • As an auxiliary teaching-learning aid in the
    classroom environment.
  • As an integral part of organized curriculum
    development.
  • In the form of revision exercises to prepare
    for tests and exams

3
  • THE METHODS/STRATEGIES
  • Different strategies were used so as to involve
    group learning
  • and individual learning making optimum use of the
    various
  • features of the software.
  • THIS WAS DONE THROUGH
  • Collaborative learning with the help of the
    Snap Card game.
  • Practice sessions.
  • Test sessions.

4
THE ACTIVITY Multiple Choice Questions on the
chapter Antarctica, which is part of the
Geography syllabus for Std. VI at J.M.L. School
in Mumbai, were used to demonstrate the
software.
5
  • OBSERVATIONS AND GROUP REPORTS
  • Std. VI-B Was used as a controlled group.
  • Total no. of students 39
  • The students were first administered an
    assignment in the form of Worksheets (MCQ)
    without any revision work done through the
    software.
  • This was followed by actual revision done
    through the practice session.
  • The same assignment was administered again after
    the practice and test sessions.


6
Performance of Std. VI-B
Before the practice and test sessions
After the practice and test sessions
7
  • Std. VI-C Total no. of students 39
  • The practice session was carried out first,
    followed by the test session.
  • An assignment was administered at the end.

8
  • Std. VI-A Total no. of students 41
  • The Snap Card game was played with the entire
    class as one large group.
  • The Snap Card game was followed by the practice
    and test sessions.
  • Finally, an assignment was administered to the
    students.

9
  • GENERAL CONCLUSIONS AND IMPLICATIONS
  • The Snap Card game brought a lot of stress free
    learning to the classrooms.
  • The practice and test modules lead to complete
    content retention.
  • Being able to create her own set of Questions
    easily, and obtain outputs like Snap Cards,
    Worksheets, interactive Practice and Test
    sessions gave the teacher just the outcomes
    that she wanted, namely her own independence
  • in terms of being able to create her own
    Questions, as well as a tremendous
  • improvement in scores. And both these outcomes
    were achieved without any major burden.
  • YO QUESTIONS proved to be a very effective and
    easy-to-use software ever used by this school in
    classroom teaching for collaborative learning,
    and as a tool for easy self-practice and
    self-testing.

10
  • SOME STUDENT COMMENTS
  • This session was just awesome! The boring,
    tiring way of studying was forgotten. Please have
    these sessions for all subjects and chapters! The
    card-game was mind-boggling!...Kshirija Shah
  • I liked this studying in a group. Studying alone
    bores me a lot. I am ready to give 100 more such
    tests!...Smeet Chheda
  • This is the best way to study. This is the best
    and only way to score 100/100. I am sure that I
    will get the best results in my final
    evaluation.Priyal Dedhia
  • The programme was fantastic. It should be
    conducted for every chapter in every
    subject..Hraday Merchant
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