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Invertible Octopus as a Tool to Promote Fast Thinking in Impromptu Speaking
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Having students extemporize as a classroom activity to prepare them for impromptu speech may be daunting. Their reluctance to volunteer or to step forward may cost time, thus giving everyone the opportunity to practice impromptu speech may be hampered. An action research was conducted to view and understand students’ perspectives of a game called Invertible Octopus Game as an intervention to help them hone their fast-thinking skills based on Dual Process Theory Type 1. The game was designed with a closer look into Cognitive Load Theory, and 30 medical students were selected for the research. Data were gathered via a short questionnaire, interviews and classroom observations to gain insights into the effectiveness of the game in activating students’ fast thinking skills as a preparation for impromptu task. The students reported that this activity helped them prepare for the impromptu task and 96% of them agreed that the game invoked their fast-thinking skills. 92% of the students hoped to have such a game in the future for the speaking class. The study concluded that the game managed to work as a facilitating tool for the impromptu task and had the potential to develop students’ fast-thinking skills. Nevertheless, future and in-depth research is needed to further develop the framework and to gain empirical data for the effectiveness of the Invertible Octopus Game.
Title: Invertible Octopus as a Tool to Promote Fast Thinking in Impromptu Speaking
Description:
Having students extemporize as a classroom activity to prepare them for impromptu speech may be daunting.
Their reluctance to volunteer or to step forward may cost time, thus giving everyone the opportunity to practice impromptu speech may be hampered.
An action research was conducted to view and understand students’ perspectives of a game called Invertible Octopus Game as an intervention to help them hone their fast-thinking skills based on Dual Process Theory Type 1.
The game was designed with a closer look into Cognitive Load Theory, and 30 medical students were selected for the research.
Data were gathered via a short questionnaire, interviews and classroom observations to gain insights into the effectiveness of the game in activating students’ fast thinking skills as a preparation for impromptu task.
The students reported that this activity helped them prepare for the impromptu task and 96% of them agreed that the game invoked their fast-thinking skills.
92% of the students hoped to have such a game in the future for the speaking class.
The study concluded that the game managed to work as a facilitating tool for the impromptu task and had the potential to develop students’ fast-thinking skills.
Nevertheless, future and in-depth research is needed to further develop the framework and to gain empirical data for the effectiveness of the Invertible Octopus Game.
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