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Marina Martínez-Carmona; G. Enrique Ayuso Fernández; Manuel Fernández-Díaz; Francisco Serrano-García; Antonia Plaza Griñán – Biochemistry and Molecular Biology Education, 2025
Knowledge about genetics is essential to build a society capable of participating in socioscientific and ethical debates. However, this subject remains difficult for students, making it necessary to develop new educational strategies, such as gamification. Thus, two main objectives are established in this work: (a) to design and evaluate…
Descriptors: Genetics, Science Instruction, Gamification, Game Based Learning
Chun-Hsin Kuo; Meng-Jun Chen; Robasa Nababan; Hsiao-Ching She – IEEE Transactions on Learning Technologies, 2024
Game-based learning (GBL) has long been recognized as an effective way to engage students in learning through games, but little emphasis has been placed on scaffolding support for students, which hinders their learning. Therefore, our design of Space Adventure GBL ties games closely to scaffolds at every stage and investigates what role games and…
Descriptors: Game Based Learning, Scaffolding (Teaching Technique), Grade 8, Instructional Effectiveness
Katerina Trcková; Roman Maršálek; Zuzana Václavíková – Journal of Chemical Education, 2024
The article describes a mini-escape game with an environmental theme. The game was prepared using LearningApps and Google Slides. The mini-escape game comprised 7 subactivities: Crossword, Matching Pairs, Multiple-Choice Quiz, Cloze Test, Word Grid, Group Assignment, and Freetext Input. Through completion of these subactivities, students gradually…
Descriptors: Game Based Learning, Computer Games, Science Instruction, Chemistry
Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Shia J. Badajos; Trisha Kate E. Obsioma; Tharah Tibette W. Tungal; Angelo Mark P. Walag – Journal of Chemical Education, 2023
One approach that has been gaining significant attention among chemistry education scholars and practitioners is the employment of game-based learning to teach least-learned and difficult topics at various educational levels. One reason for this is that it promotes active, constructive learning and makes learning science a fun experience through…
Descriptors: Science Instruction, Chemistry, Game Based Learning, Educational Games
Kaisar Tursyngozhayev; Nusret Kavak; Nurlan K. Akhmetov – Journal of Chemical Education, 2024
The teaching and learning of chemistry can be challenging due to the complex and abstract nature of the subject matter. Traditional methods of instruction often struggle to engage students and facilitate an understanding of essential chemical concepts. To address this, an innovative card game, "Compound Chain", was developed and…
Descriptors: Chemistry, Science Instruction, Game Based Learning, Games
Amornrat Saithongdee; Tanita Sirirat – Journal of Chemical Education, 2024
Board games have been used as instructional tools for a wide array of subjects from primary to secondary levels. The present study aimed to develop and apply a novel board game for the instruction of content relating to mole conversion through dimensional analysis in a grade10 class of 29 students. To assess their knowledge prior to and after…
Descriptors: Games, Game Based Learning, Science Instruction, Grade 10
Camille Lozano Espino – International Journal of Research in Education and Science, 2024
The study examined the effectiveness of BEEP Cards (BioEnergetics Enhancement Play Cards) on students' conceptual understanding of bioenergetics. The study involved one group of grade 11 students (n=29) from a public secondary school in the Philippines. The study employed a mixed-method research design, utilizing both quantitative and qualitative…
Descriptors: Science Instruction, Concept Formation, Scientific Concepts, Instructional Effectiveness
Asli Bahar Ivgin; Hakan Akcay – International Journal of Technology in Education, 2024
Game-based learning has attracted great interest in science education as an effective way to increase student achievement. Most studies in this field have focused on digital or non-digital games. In the literature, some studies generally compare educational games with traditional teaching methods. More studies need to be conducted to compare the…
Descriptors: Educational Games, Middle School Students, Science Achievement, Game Based Learning
Lu, Wenyi; Griffin, Joe; Sadler, Troy D.; Laffey, James; Goggins, Sean P. – Journal of Learning Analytics, 2023
The construction of prediction models reflecting players' learning performance in serious games currently faces various challenges for learning analytics. In this study, we design, implement, and field test a learning analytics system for a serious game, advancing the field by explicitly showing which in-game features correspond to differences in…
Descriptors: Educational Games, Learning Analytics, Design, Game Based Learning
Cheng-Tai Li; Huei-Tse Hou; Wei-Shen Lin – Research in Science & Technological Education, 2024
Background: Educational board games have been receiving attention from educators in recent years. Designing the rules of board games based on cognitive theory, and further analysing educational board games from more dimensions are important issues that warrant further study. Purpose: The research designed a board game called Chemistry Story to…
Descriptors: Foreign Countries, Junior High School Students, Grade 8, Chemistry
Meng-Tzu Cheng; Wen-Chi Chou; Mei-En Hsu; Fu-Chung Cheng – Journal of Biological Education, 2024
There have been growing calls for inquiry, a practice-oriented way of engaging students in authentic scientific work, yet research has shown some challenges that might impede inquiry practices in educational settings. In this study, we proposed an approach that blends educational gaming with physical experiments. We developed an educational game,…
Descriptors: High School Students, Inquiry, Science Instruction, Game Based Learning
Bojan Lazarevic; Maja Stojanovic; Jelena Pisarov; Nemanja Bojanic – Journal of Baltic Science Education, 2024
This study examined the impact on the motivation of students toward learning physics upon applying the Nikola Tesla Center (NTC) learning system. The research was conducted using a quasi-experiment with a pretest-posttest non-equivalent control group design. The participants considered were a large group of 1371 students, from various grades and…
Descriptors: Learning Motivation, Science Education, Physics, Science Instruction
Hodges, Georgia W.; Oliver, J. Steve; Jang, Yoonsun; Cohen, Allan; Ducrest, David; Robertson, Tom – Journal of Science Education and Technology, 2021
The use of serious educational games has the potential to increase student learning outcomes in science education by providing students with opportunities to explore phenomena in ways that vary from traditional instruction; yet, empirical research to support this assertion is limited. This study aimed to explore deeply what learning gains were…
Descriptors: Educational Games, Game Based Learning, Secondary School Science, Science Instruction
Theresa A/P Stanley Lourdes Benedict – Journal of Chemical Education, 2023
This research will use the self-developed Periodic Table of Ladder board game as a formative evaluation using the 5E learning model. The board game is like the snake and ladder game. In the 5E model, the board game is the formative assessment part of the evaluation phase. The formative assessment is a group of questions set in the question cards.…
Descriptors: Educational Games, Chemistry, Science Instruction, Formative Evaluation