Using Pop-Culture to Engage Students in the Classroom - INSA Toulouse - Institut National des Sciences Appliquées de Toulouse
Article Dans Une Revue Journal of Chemical Education Année : 2021

Using Pop-Culture to Engage Students in the Classroom

Résumé

Here in, we describe how video games, TV shows or movies have been used to provide an innovative framework for students to think about chemistry and chemical engineering. The main objective of this paper is to show how science can be linked with pop culture, to provide educators with recent materials to use in classrooms, and to discuss the benefits and limitations of such tools. The videogames Fortnite, Spiderman and Angry Birds, the TV shows Game of Thrones and Breaking Bad, the Marvel movies, and the animated programs Raving Rabbids and Dragon Ball are used to illustrate different approaches to engage with students and encourage them to learn in a more recreational environment.
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Dates et versions

hal-03125040 , version 1 (29-01-2021)

Identifiants

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Nicolas Dietrich, Mélanie Jimenez, Manuel Souto, Aaron Harrison, Christophe Coudret, et al.. Using Pop-Culture to Engage Students in the Classroom. Journal of Chemical Education, 2021, 98 (3), pp.896-906. ⟨10.1021/acs.jchemed.0c00233⟩. ⟨hal-03125040⟩
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