Using pop-culture to engage students in the classroom

Dietrich, N., Jimenez, M. , Souto, M., Harrison, A. W., Coudret, C. and Olmos, E. (2021) Using pop-culture to engage students in the classroom. Journal of Chemical Education, 98(3), pp. 896-906. (doi: 10.1021/acs.jchemed.0c00233)

[img] Text
232928.pdf - Accepted Version



Herein, 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 video games 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.

Item Type:Articles
Glasgow Author(s) Enlighten ID:Jimenez, Dr Melanie
Authors: Dietrich, N., Jimenez, M., Souto, M., Harrison, A. W., Coudret, C., and Olmos, E.
College/School:College of Science and Engineering > School of Engineering > Biomedical Engineering
Journal Name:Journal of Chemical Education
Publisher:American Chemical Society
ISSN (Online):1938-1328
Published Online:26 January 2021
Copyright Holders:Copyright © 2021 American Chemical Society and Division of Chemical Education, Inc
First Published:First published in Journal of Chemical Education 98(3):896–906
Publisher Policy:Reproduced in accordance with the copyright policy of the publisher

University Staff: Request a correction | Enlighten Editors: Update this record