Gaming for the Education of Biology in High Schools
Definition
:1. Introduction
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- Assessment of Existing Cognitive Levels
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- Performance Measurement on Various Criteria
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- Assistance in Evaluating Educational Approaches and Programs
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- Providing Educational Information on Specific Knowledge and Skills
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- Aiding in Changing Attitudes/Perceptions
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- Serving as Pre-Organisers for Other Forms of Education
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- Replacing Other Forms of Teaching to Convey Facts, Teach Skills, and Provide Knowledge
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- Serving as Training/Practice Mediums, Problem Solving/Exercise
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- Aiding in the Integration and Retention of Knowledge and Skills
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- Representing the Dynamics or Abstract Concepts of a Cognitive Object
2. Concepts
3. Theoretical Framework
4. Why Is Biology Difficult to Teach
5. Approaches
5.1. Games and Biology: The Early Steps
5.2. Video Games
5.3. Biology Board Games
5.4. Games in the Schoolyard—Floor Games
5.5. Escape Rooms
5.6. Simulations
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Lantzouni, M.; Poulopoulos, V.; Wallace, M. Gaming for the Education of Biology in High Schools. Encyclopedia 2024, 4, 672-681. https://doi.org/10.3390/encyclopedia4020041
Lantzouni M, Poulopoulos V, Wallace M. Gaming for the Education of Biology in High Schools. Encyclopedia. 2024; 4(2):672-681. https://doi.org/10.3390/encyclopedia4020041
Chicago/Turabian StyleLantzouni, Marina, Vassilis Poulopoulos, and Manolis Wallace. 2024. "Gaming for the Education of Biology in High Schools" Encyclopedia 4, no. 2: 672-681. https://doi.org/10.3390/encyclopedia4020041