Academic Learning




This roadshow experience has allowed me to apply what I have learned through the module, ‘Behavioural Modification and Intervention’. I learned that positive reinforcement is an effective behavioural strategy to increase awareness of the consequences and effects of problem gambling. Prior to this roadshow, I was sceptical of the usefulness of positive reinforcement as I thought that it would not work for a large-scale event. However, through this roadshow, I got to see how useful positive reinforcement is in advocacy work. Positive reinforcement was most apparent where in order to get free items, students were willing to participate in our activities and listen to us share more about problem gambling. In turn, this allowed us to spread awareness of the consequences and effects of problem gambling. Additionally, being able to apply my knowledge I have learned in lessons to real-life situations further reinforces my understanding of positive reinforcement. Hence, through this experience, I got to see how positive reinforcement played a major role in the success of our roadshow.
Besides positive reinforcement, we also used the variable-ratio schedule (VR) to explain the addictive nature of gambling and how it leads to the various consequences and effects of problem gambling. In addition, we attempted to demonstrate how VR works with a game. However, the game was effective to a small extent in demonstrating VR. A major flaw of the game was that it became mundane as the game progressed. This affects the effectiveness because students might not fully comprehend the idea of VR. This is supported by a study which concluded that students tend to achieve more and understand what they are trying to learn when a learning activity is perceived as engaging (Jang, 2008).
Using positive reinforcement, we managed to meet our overall goal based on the collation of students’ response to an evaluation form. We found that 100% of the students who answered the form were able to list two consequences and effects of gambling. But, the goal for the game was not met. Less than 50% of the respondents could give the correct answer. This could be attributed to the game not being engaging enough for students to understand the concept of VR. In light of this learning, in the future I will ensure that activities that are used for any events are more engaging. To do this, I will try out the activities planned with as many people from the target group as possible and obtain feedback. This is to ensure that the activities are appropriate and interesting for the target group.
References
Jang, H. (2008). Supporting students' motivation, engagement, and learning during an uninteresting activity.
Journal of Educational Psychology, 100(4), 798.