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Activity-based Learning using Placards

Course: Introduction to Python Programming (BPLCK205B)

Faculty Name: Dr. Annie Sujith, Associate Professor, Dept. of CSE             

 

During the Python workshop conducted on July 21, 2023, for the 2nd-semester B-section students, the resource person, Dr. Annie Sujith, implemented a series of interactive activities and educational games. Recognizing that students might typically be tired and eager to return home at the end of the day during the workshop, the resource person decided to conclude with a fun and educational activity. Here’s how this engaging activity unfolded:

1) Team Division: The entire class was divided into two teams, with each team starting with 0 points. For instance, during this particular workshop, two teams were formed: the Boys’ team and the Girls’ team.

2) Placards: The resource person had prepared placards on the laptop in advance using software like MS Word or PowerPoint. Each placard displayed a Python language keyword, or existing module name, or function name.

(Examples of words for placing on placards: Python functions: input(), range(), max(), lower(), str(), sort() etc , Python keywords: continue, def, if then else, while, for, break, continue, TRUE etc, Python module names: shelve, pprint, random, os, sys, datetime, math, pandas, json, requests, numpy)

3) Acting and Guessing: Alternatively, from each team, one student would step forward, look at the placard on the resource person’s laptop, and then attempt to convey the word or term to their team members without using any spoken words or lip movement. They had a limited time of one minute for their team to guess the word correctly.

4) Scoring: If the team members successfully guessed the word on the placard within the given time, their team would earn a point. However, if the other team managed to guess the word once the time had expired, they would earn half a point.

The benefits of this activity are listed below:

  1. Memorization and Comprehensive Learning: The activity encourages students to recall and remember Python keywords and concepts, aiding in long-term retention of the material. The activity covers a wide range of Python-related terms, including keywords, module names, and function names. This comprehensive approach ensures that students are exposed to various aspects of Python programming.
  2. Student Engagement: The activity engages students actively, preventing fatigue at the end of the day. It adds an element of excitement and competition that keeps students motivated and focused. The feedback from students indicates that they enjoyed the activity, making it a memorable and positive experience.
  3. Team Building: Dividing the class into two teams encourages teamwork and collaboration. Students work together to guess the words and earn points, fostering a sense of camaraderie.
  4. Communication Skills: Students enhance their non-verbal communication skills by conveying words through gestures and actions, improving their ability to express ideas visually.
  5. Feedback and Learning: Whether a team successfully guesses the word or not, there is a learning opportunity. Incorrect guesses can lead to discussions and explanations, enhancing comprehension.
  6. Reinforcement: Students reinforce their understanding of these important concepts by enacting and guessing Python keywords, module names, and function names in a fun and memorable way.
  7. Competition: The competitive aspect of the game adds motivation. Students strive to outperform the other team, which can lead to increased participation and enthusiasm.
  8. Time Management: The time constraint of one minute for guessing adds an element of time management, teaching students to work efficiently under pressure.

 

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