Page 19 - Ideas
P. 19

courses  combine  various  topics,  with  enrolled  students         instructors would be able to know where to find innovative
                   hailing  from  various  disciplines.  Case  approach  (the  use      teaching tools if they want access to them.
                   of  thoroughly  researched  and  in-depth  detailed  case
                   scenarios  to  teach)  features  as  the  preferred  teaching        The adoption of innovative pedagogical tools
                   approach  of  many  capstone  course  instructors.  Kwong            Despite  his  interest  and  enthusiasm  in  adopting  games

                   Sin feels that there is a lot of potential for games to be           and belief in their teaching and learning value, Kwong Sin
                   leveraged to impart solid and independent learning and               does  not  presume  to  advise  others  to  teach  in  a  similar
                   bring the case approach to a higher level. He feels that             style.  “Everyone  has  their  own  teaching  styles,”  he
                   with CTE’s support to help with technical issues, it is not          explained, “so telling other people what to do may not be
                   too big a step to turn this idea into a reality.                     fully  appropriate.”  Kwong  Sin  thinks  that  not  every

                   Kwong  Sin  also  proposed  developing  a  system  for               instructor would find the use of innovative teaching tools
                   games, i.e., grouping related games and instructors with             necessary or even beneficial. For such instructors, perhaps
                   similar  interests  together.  Synergy  would  arise  as             introducing and getting them to see the benefits would be
                   instructors  who  start  to  play  one  game  get  exposed  to       an important and more realistic first step.
                   and  progressively  be  familiarised  with  the  other  games.       Kwong  Sin  feels  that  games  should  not  be  a  deciding
                   This idea dovetails nicely with CTE’s plans to develop a             factor  in  one’s  teaching  pedagogy.  “It  is  wrong  to  play
                   SMU  marketplace  for  innovative  teaching  tools.  The             games for the sake of playing them. The use of innovative
                   creation  of  a  marketplace  would  go  some  way  towards          teaching tools must always be grounded in what you want
                   addressing  one  the  barriers  faced  by  instructors  in           to communicate to the students. After deciding about the
                   adopting  innovative  teaching  tools,  as  identified  by           ‘what’, then only does the ‘how’ come in.” To him, “if the
                   Kwong Sin, namely, the lack of awareness of what tools               ‘how’ decides the ‘what’, then the tail is wagging the dog.”

                   are in existence and their features. With such a platform,

                      Kwong Sin’s personal experiences with learning from real-life successes and setbacks over his decades’ work developing
                      and using business games reinforced his notion of the value of experiential learning. Hence, if his students are unable to
                      readily and naturally encounter such experiences at their current stage of life, he endeavors to bring the experience to them,
                      using games as a proxy to replicate and facilitate real-life learning experiences and “ah-ha” moments in the classroom.
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