Learning genetics through an innovative game: Geneblock

被引:0
|
作者
Hue, Seow Mun [1 ]
Lee, Shaun Wen Huey [2 ,3 ]
机构
[1] Alexander Coll Burnaby, Dept Math & Sci, Burnaby, BC, Canada
[2] Monash Univ Malaysia, Sch Pharm, Subang Jaya, Malaysia
[3] Taylors Univ, Sch Pharm, Subang Jaya, Malaysia
关键词
Game-based learning; STEM education; genetics; game-board; educational game; student learning; GAMIFICATION; SCIENCE; DESIGN; EDUCATION; CELL;
D O I
10.1080/00219266.2024.2365671
中图分类号
Q [生物科学];
学科分类号
07 ; 0710 ; 09 ;
摘要
The use of game concepts for non-gaming purposes, or gamification, have been used in education as an innovative way to promote teaching and learning. The use of gamification has been suggested as an option in the teaching of biotechnology for undergraduates, as the topic is difficult to grasp due to the extensive terminology and conceptual ideas included. This study explored the effects of gamification of biotechnology curricula on students' learning experience. This quasi-experimental study examined student learning of basic biological principles and how a game-based approach could support student learning. A total of 130 students were introduced to the new learning module, with students demonstrating an improvement on proximal assessment of genetic curriculum knowledge; 63.8% of students attained a high distinction or distinction grade compared to 36.1% pre-implementation. The competitive nature of game play also encouraged students to take advantage of opportunities for peer learning and teaching. This study provides further evidence of the importance of using an active learning approach to improve and enhance student learning.
引用
收藏
页数:11
相关论文
共 50 条
  • [21] A Model for Student Knowledge Diagnosis through Game Learning Environment
    Kuk, Kristijan
    Spalevic, Petar
    Ilic, Sinisa
    Caric, Marko
    Trajcevski, Zoran
    TECHNICS TECHNOLOGIES EDUCATION MANAGEMENT-TTEM, 2012, 7 (01): : 103 - 110
  • [22] A systematic review of mobile game-based learning in STEM education
    Gao, Fei
    Li, Lan
    Sun, Yanyan
    ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2020, 68 (04): : 1791 - 1827
  • [23] Fostering University Students' Engagement in Teamwork and Innovation Behaviors through Game-Based Learning (GBL)
    Martin-Hernandez, Pilar
    Gil-Lacruz, Marta
    Gil-Lacruz, Ana I.
    Azkue-Beteta, Juan Luis
    Lira, Eva M.
    Cantarero, Luis
    SUSTAINABILITY, 2021, 13 (24)
  • [24] Multi-Sensorial and Cross-Disciplinary Innovative Design of Game-based Learning
    Shih, Ju-Ling
    Chang, Maiga
    Jong, Siu-Yung Morris
    Jan, Mingfong
    25TH INTERNATIONAL CONFERENCE ON COMPUTERS IN EDUCATION (ICCE 2017): TECHNOLOGY AND INNOVATION: COMPUTER-BASED EDUCATIONAL SYSTEMS FOR THE 21ST CENTURY, 2017,
  • [25] TPACK-based Active Learning to Promote Digital and Scientific Literacy in Genetics
    Angraini, Erni
    Zubaidah, Siti
    Susanto, Hendra
    PEGEM EGITIM VE OGRETIM DERGISI, 2023, 13 (02): : 50 - 61
  • [26] Promoting game-based e-Learning through urban tourism scenario game from the evaluation of knowledge-attitude-usability effectiveness
    Chan, Chung-Shing
    Yat-Hang, Chan
    Agnes, Fong Tsz Heung
    JOURNAL OF GLOBAL SCHOLARS OF MARKETING SCIENCE, 2022, 32 (01) : 16 - 35
  • [27] Learning through Play: A Serious Game as a Tool to Support Circular Economy Education and Business Model Innovation
    Manshoven, Saskia
    Gillabel, Jeroen
    SUSTAINABILITY, 2021, 13 (23)
  • [28] Game-based e-learning for urban tourism education through an online scenario game
    Chan, Chung-Shing
    Chan, Yat-hang
    Fong, Tsz Heung Agnes
    INTERNATIONAL RESEARCH IN GEOGRAPHICAL AND ENVIRONMENTAL EDUCATION, 2020, 29 (04) : 283 - 300
  • [29] Enhancing exposure to genetics and genomics through an innovative medical school curriculum
    Dhar, Shweta U.
    Alford, Raye L.
    Nelson, Elizabeth A.
    Potocki, Lorraine
    GENETICS IN MEDICINE, 2012, 14 (01) : 163 - 167
  • [30] Supporting Children's Learning of Probability Through Video Game Programming
    Akpinar, Yavuz
    Aslan, Umit
    JOURNAL OF EDUCATIONAL COMPUTING RESEARCH, 2015, 53 (02) : 228 - 259