Integrating a learning game into the teaching of science inquiry to improve students’ science performance

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Authors

Meng-Tzu Cheng, National Changhua University of Education, Taiwan ; Fu-Chung Cheng, National Tainan Second Senior High School, Taiwan ; Chang-Ching Tien, Taipei Municipal Chenggong High School, Taiwan

EdMedia + Innovate Learning, Jul 01, 2024 in Brussels, Belgium ISBN 978-1-939797-77-3

Abstract

Although the impact of game-based learning has been supported, relatively few learning games allow students to experience scientific practices. Moreover, few studies consider the design of corresponding learning activities when game-based learning is integrated into science teaching in educational settings. Therefore, this study reports the design of learning activities that integrate a learning game into the teaching of science inquiry. A learning game, Anter: Ant Research Institute, was employed for students to experience ant scientists' scientific practices. Four learning modules were developed, requiring students to transfer gaming experience to the real world systematically. This study employed the pretest-posttest nonequivalent-group design to investigate whether the developed learning modules can be more effective in improving students’ understanding of ants and skills related to investigating ants, as well as inquiry experience. The results indicate that the experimental group students improved significantly in their understanding of ants and skills related to investigating ants. However, for control group students, significant improvement was only found in their understanding of ants. Moreover, students from both groups believed the learning modules could benefit their inquiry practices. The positive evidence showed that the developed learning modules could be helpful in the implementation of scientific inquiry practices in science classrooms.

Citation

Cheng, M.T., Cheng, F.C. & Tien, C.C. (2024). Integrating a learning game into the teaching of science inquiry to improve students’ science performance. In T. Bastiaens (Ed.), Proceedings of EdMedia + Innovate Learning (pp. 666-670). Brussels, Belgium: Association for the Advancement of Computing in Education (AACE). Retrieved August 13, 2024 from https://www.learntechlib.org/p/224576.