What makes a good lecture? Well, it’s all about the lecturer. His personality, his teaching approach, and the environment in which learning takes place.

“You’re Professor Taylor, aren’t you? I was a student at York. I still remember your lectures [..] You were very good. You used to run around the stage and tell jokes [..] And you used to pretend that you couldn’t work the overhead projector. Even students who weren’t doing sociology would come along for the laughs.”

Another key attribute of effective lectures is interactivity.

The lack of interaction is considered one of the major limitations of ‘traditional lectures’, where students are expected to sit, listen and take notes, and the professor to give a formal, one-way, presentation.

Interactivity is needed in today’s classrooms to engage with the current generation of students, the so-called ‘digital natives’, for whom the physical and virtual worlds are, somehow, ‘blended’, as in Pokémon Go.

iLecture.work

iLecture.work is an experimental project aimed at helping teachers and animators develop and deliver interactive lectures.

The app offers more or less the functionalities of Mentimeter, or slido, i.e. the possibility to engage with an audience through live polls.

+ an important feature: the ability to run simulations based on inputs from different participants, allowing them to decide, to discover the impact of their decisions, and to see how they compare with other ‘players’.

Discovery-based Learning

This additional feature makes it possible to build discovery-based learning environments incorporating elements of game mechanics, to increase the level of participants’ engagement, and to achieve instructional goals.