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Pedagogical Exploration for Generation Z Students: Experiments Using Student-Developed Video
Case Studies, Gamification, Student-Developed Case Simulation and a Movie Reflection Exercise in
an Organizational Behaviour Course
Sumathi Annamalai and Shiju Sebastian
Christ University, Bangalore, India
Volume 13: 2020, pp. 143-168; ABSTRACT
This paper focuses on three experiments performed while teaching undergraduate and graduate students using innovative pedagogy. In all three studies, the purpose was to understand how effective these pedagogical tools were in generating enthusiasm and engaging the students in the learning process. In study 1, teams developed and presented video case studies on the organizational behaviour themes studied in the course, applying them to practical scenarios. Later, the facilitators conducted a modified gamification quiz based on the video case studies, and the quiz results were considered to be the actual assessment of the students’ learning process. In study 2, student teams were asked to brain-storm and develop case simulations based on actual incidents encountered by those students who had work experience. In study 3, the undergraduate students were shown the classic movie 12 Angry Men as a means of learning about team decision-making processes. They reflected on and discussed the movie in relation to theory. Feedback collected at the end of each study conveyed that students experienced high levels of enthusiasm and engagement with positive learning outcomes.