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Pessoa, Pamella Teles; Palanch, Adrianne Christine; Casale, Karina Reche; Montrezor, Luís Henrique; Taxini, Camila Linhares; Azevedo, Maria Antonia; Marcondes, Fernanda Klein – Advances in Physiology Education, 2023
In health courses, the students must be familiar with the effects of intravenous solutions on cell volume and function, a topic where there can be learning difficulties and misunderstandings. Since educational games can assist in understanding complex concepts, we created a game relating solution osmolarity and tonicity to red blood cell volume…
Descriptors: Undergraduate Students, Dentistry, Medicine, Educational Games
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
Justina Hui Ru Tan; Wee Han Ang; Maw Lin Foo – Journal of Chemical Education, 2022
Game-based learning has been shown to promote active learning. We have designed a card game termed CountQuest, played on the online platform Zoom, to facilitate the revision of the effective atomic number (EAN) concept for metal complexes previously taught in lectures. This game was played by undergraduate and graduate chemistry students during…
Descriptors: Game Based Learning, Videoconferencing, Electronic Learning, Science Instruction
Antonio Va´zquez-Lo´pez; Joaqui´n Artigas-Arnaudas; Javier Bedmar – Journal of Chemical Education, 2024
Herein we propose the implementation of an "escape room" activity to reinforce chemistry-related concepts for students of the Bachelor of Arts and Fashion. In this work, a combined online and offline activity is developed, easily adaptable to different environments. The online activity consists of 5 blocks of multiple-quiz questions…
Descriptors: Clothing Instruction, Plastics, Recycling, Problem Solving
Tofel-Grehl, Colby; Braden, Sarah; Penrod, Candace; Wheeler, Laura; Hansen, Tyler; Jones, Andrew; Chamberlain, Clayton – Science and Children, 2023
Animals depend on their surroundings for their survival. In consuming their food, animals are consuming energy. This cycling of matter and the accompanying flow of energy within an ecosystem occurs because of interactions among and between organisms. To guide students in modeling how ecosystems function, the authors share "Ecosystem…
Descriptors: Science Instruction, Teaching Methods, Standards, Energy
Xiao Li; Marc Mun~iz; Karlun Chun; Jonathan Tai; Francesca Guerra; Darrin M. York – Journal of Chemical Education, 2022
We report a new online suite of tools that enables inquiry-based active-learning activities to develop students' representational competence about atomic orbitals. Orbital Explorer is a Web site for the visualization and interactive investigation of atomic orbital properties. Orbital Explorer contains two integrated tools, namely, Atomic Orbital…
Descriptors: Chemistry, Active Learning, Inquiry, Educational Games
Geden, Michael; Emerson, Andrew; Carpenter, Dan; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Journal of Artificial Intelligence in Education, 2021
Game-based learning environments are designed to provide effective and engaging learning experiences for students. Predictive student models use trace data extracted from students' in-game learning behaviors to unobtrusively generate early assessments of student knowledge and skills, equipping game-based learning environments with the capacity to…
Descriptors: Game Based Learning, Middle School Students, Microbiology, Secondary School Science
Alison M. Hill; Nicholas J. Harmer – Journal of Chemical Education, 2023
Gamification has a strong track record of improving student engagement and learning in the chemical sciences. Meta-analyses of different approaches to gamification have highlighted that providing a game fiction, encouraging students to work in teams, and breaking games into smaller "quests" are particularly effective. Here, we aimed to…
Descriptors: Foreign Countries, Undergraduate Students, Chemistry, Science Instruction
Cook, Jim; Brown, Martin; Sellwood, Matthew; Campbell, Craig; Kouppas, Paul; Poronnik, Philip – Biochemistry and Molecular Biology Education, 2021
This brief review provides insights into the recent advances made by the Unity game engine into education and the ways that learning resources can be used to teach novice bioscience students to use the VR/AR affordances of the platform. We present our own practises for implementation of a novel gamification task for final-year bioscience students…
Descriptors: Educational Games, Science Instruction, Teaching Methods, Biological Sciences
Chris Vicari; Barry Joseph; Brittany Klimowicz; Hannah Jaris; Shane Asseltine; Joel Levin – International Journal of Designs for Learning, 2019
We designed an activity-based science curriculum that used Minecraft to support microbiology learning for students enrolled in the Lang Science Program at the American Museum of Natural History (AMNH) in New York City. Minecraft offered an option to consolidate complex science content into digestible activities for modeling concepts and…
Descriptors: Microbiology, Video Games, Game Based Learning, Science Activities
Laffey, James; Griffin, Joseph; Sigoloff, Justin; Sadler, Troy; Goggins, Sean; Womack, Andrew; Wulff, Eric – Grantee Submission, 2019
Mission HydroSci (MHS) teaches water systems and scientific argumentation towards meeting Next Generation Science Standards. MHS is a game-based 3D virtual environment for enacting transformational role-playing, wherein students must learn new knowledge and competencies in order to successfully complete the game missions. MHS was developed for…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Role Playing
Hurdle, Zach; Stanford, Angela; Nix, Katy; Perry, Nick – Science and Children, 2021
In an ever-increasing technological society, teachers have now, more than ever, a vast offering of educational technologies made available for classroom use. However, the time necessary for vetting and developing rigorous lessons with the usage of such technologies can be overwhelming for a classroom teacher. Still, teachers need the opportunity…
Descriptors: Grade 3, Grade 5, Elementary School Teachers, Elementary School Students
Nicholas Glover; Kerry J. Knox; Ben Kirman; Matthew Topham; Katylily Westbury-Hawkins; Penelope Holland – International Journal for Students as Partners, 2020
We describe the production of an educational game ("Catastrophic") for supporting biology learning in higher education (HE) that was developed through a partnership between students and academic staff. We consider the ways in which the development project intersects with the use of game-based learning in HE and with Students as Partners…
Descriptors: Educational Games, Biology, Science Instruction, Teacher Student Relationship
Rychkova, Anastasia; Korotkikh, Alexey; Mironov, Andrey; Smolin, Artem; Maksimenko, Nadezhda; Kurushkin, Mikhail – Journal of Chemical Education, 2020
Orbital Battleship, published in 2016 in this "Journal," is a hands-on competitive exercise which has been shown to be an efficient tool to reinforce the knowledge of the atomic structure. We decided to give it a more futuristic look and are presenting VR Orbital Battleship, a completely immersive collaborative experience which, in…
Descriptors: Science Instruction, Computer Simulation, Educational Technology, Educational Games
Alicia Bower; Kami L. Tsai; Carey S. Ryan; Rebecca Anderson; Andrew Jameton; Maurice Godfrey – Journal of STEM Outreach, 2018
We describe a game and teachers' experiences using it in their middle and high school science courses. The game, which is called "Luck of the Draw", was designed originally to engage medical students and later adopted for middle school, high school, and college students in genetics, and to encourage critical thinking about is-sues such…
Descriptors: Learner Engagement, Critical Thinking, Thinking Skills, Educational Games