Gaming for the Education of Biology in High Schools
Definition
:1. Introduction
- *
- Assessment of Existing Cognitive Levels
- *
- Performance Measurement on Various Criteria
- *
- Assistance in Evaluating Educational Approaches and Programs
- *
- Providing Educational Information on Specific Knowledge and Skills
- *
- Aiding in Changing Attitudes/Perceptions
- *
- Serving as Pre-Organisers for Other Forms of Education
- *
- Replacing Other Forms of Teaching to Convey Facts, Teach Skills, and Provide Knowledge
- *
- Serving as Training/Practice Mediums, Problem Solving/Exercise
- *
- Aiding in the Integration and Retention of Knowledge and Skills
- *
- 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
- Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From game design elements to gamefulness: Defining ‘gamification. In Proceedings of the International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek, Tampere, Finland, 28–30 September 2011; pp. 9–15. [Google Scholar] [CrossRef]
- Zichermann, G.; Cunningham, C. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps; O’Reilly Media, Inc.: Sebastopol, CA, USA, 2011. [Google Scholar]
- Nah, F.; Zeng, Q.; Telaprolu, V.R.; Ayyappa, A.P.; Eschenbrenner, B. Gamification of Education: A Review of Literature—HCI in Business. HCI Bus. 2014, 8527, 401–409. [Google Scholar] [CrossRef]
- Hulsey, N. Defining Gamification; Emerald Publishing Limited: Leeds, UK, 2019. [Google Scholar] [CrossRef]
- Hong, J.C.; Cheng, C.L.; Hwang, M.Y.; Lee, C.K.; Chang, H.Y. Assessing the educational values of digital games. J. Comput. Assist. Learn. 2009, 25, 423–437. [Google Scholar] [CrossRef]
- Prensky, M. Fun, Play and Games: What Makes Games Engaging. In Digital Game-Based Learning; McGraw Hill: New York, NY, USA, 2001; pp. 05.1–05.31. [Google Scholar]
- Prensky, M. Engage me or enrage me. Educ. Rev. 2005, 40, 61–64. Available online: https://www.marcprensky.com/writing/Prensky-Engage_Me_or_Enrage_Me.pdf (accessed on 31 March 2024).
- Rosier, R.L. Students’ Perceptions of Interactive Biology Instruction. Am. Biol. Teach. 2017, 79, 621–625. [Google Scholar] [CrossRef]
- Vygotsky, L.S. Play and Its Role in the Mental Development of the Child. Sov. Psychol. 1967, 5, 6–18. [Google Scholar] [CrossRef]
- Annetta, L.A.; Minogue, J.; Holmes, S.Y.; Cheng, M.T. Investigating the impact of video games on high school students’ engagement and learning about genetics. Comput. Educ. 2009, 53, 74–85. [Google Scholar] [CrossRef]
- Borras-Gene, O.; Martiñez-nunez, M.; Fidalgo-Blanco, Á. New Challenges for the motivation and learning in engineering education using gamification in MOOC. Int. J. Eng. Educ. 2016, 32, 501–512. [Google Scholar]
- González-González, C.; Blanco-Izquierdo, F. Designing social videogames for educational uses. Comput. Educ. 2012, 58, 250–262. [Google Scholar] [CrossRef]
- Jia, Y.; Xu, B.; Karanam, Y.; Voida, S. Personality, targeted gamification: A survey study on personality traits and motivational affordances. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, San Jose, CA, USA, 7–12 May 2016; Association for Computing Machinery (ACM): New York, NY, USA; pp. 2001–2013. [Google Scholar] [CrossRef]
- Lopez, C.E.; Tucker, C. Implementing gamification in engineering bridge programs: A case study exploring the use of the Kahoot! application. In Proceedings of the 2019 ASEE Zone I Conference & Workshop, Niagara Falls, NY, USA, 11–13 April 2019. [Google Scholar]
- Tedros, A.G. WHO Director-General’s Opening Remarks at the Media Briefing on COVID-19—11 March 2020. In WHO Director General’s Speeches; WHO: Geneva, Switzerland, 2020; p. 4. Available online: https://www.who.int/dg/speeches/detail/who-director-general-s-opening-remarks-at-the-media-briefing-on-covid-19---11-march-2020 (accessed on 31 March 2024).
- Λαντζούνη, Μ.; Δημοπούλου, A.; Πουλόπουλος, Β.; Γουάλλες, Μ. Παιχνιδοποίηση και εκπαιδευτικά παιχνίδια στη διδασκαλία της Βιολογίας την περίοδο της πανδημίας COVID 19. Διδασκαλία Των Φυσικών Επιστημών Έρευνα Πράξη 2021, 81, 167–195. [Google Scholar]
- Chang, C.Y.; Hwang, G.J. Trends in digital game-based learning in the mobile era: A systematic review of journal publications from 2007 to 2016. Int. J. Mob. Learn. Organ. 2019, 13, 68–90. [Google Scholar] [CrossRef]
- Hussein, M.H.; Ow, S.H.; Cheong, L.S.; Thong, M.K.; Ebrahim, N.A. Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review. IEEE Access 2019, 7, 62465–62478. [Google Scholar] [CrossRef]
- Ronimus, M.; Eklund, K.; Pesu, L.; Lyytinen, H. Supporting struggling readers with digital game-based learning. Educ. Technol. Res. Dev. 2019, 67, 639–663. [Google Scholar] [CrossRef]
- Theodoropoulos, A. Framework for the effective implementation of alternative teaching methods for Informatics. Ph.D. Thesis, University of the Peloponnese, Tripoli, Greece, 2017. [Google Scholar] [CrossRef]
- Li, M.-C.; Tsai, C.-C. Game-Based Learning in Science Education: A Review of Relevant Research. J. Sci. Educ. Technol. 2013, 22, 877–898. [Google Scholar] [CrossRef]
- Barko, T.; Sadler, T.D. Learning outcomes associated with classroom implementation of a biotechnology-themed video game. Am. Biol. Teach. 2013, 75, 29–33. [Google Scholar] [CrossRef]
- Sung, H.Y.; Hwang, G.J. A collaborative game-based learning approach to improving students’ learning performance in science courses. Comput. Educ. 2013, 63, 43–51. [Google Scholar] [CrossRef]
- Liao, C.W.; Chen, C.H.; Shih, S.J. The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment. Comput. Educ. 2019, 133, 43–55. [Google Scholar] [CrossRef]
- Annetta, L.A.; Cheng, M.T.; Holmes, S. Assessing twenty-first century skills through a teacher created video game for high school biology students. Res. Sci. Technol. Educ. 2010, 28, 101–114. [Google Scholar] [CrossRef]
- Squire, K.; Jenkins, H. Harnessing the power of games in education. Insight 2003, 3, 5–33. [Google Scholar]
- Borsos, E. The gamification of elementary school biology: A case study on increasing understanding of plants. J. Biol. Educ. 2019, 53, 492–505. [Google Scholar] [CrossRef]
- Komarraju, M.; Karau, S.J.; Schmeck, R.R. Role of the Big Five personality traits in predicting college students’ academic motivation and achievement. Learn. Individ. Differ. 2009, 19, 47–52. [Google Scholar] [CrossRef]
- Hays, R.T. The Effectiveness of Instructional Games: A Literature Review and Discussion (U); Technical Report; Naval Air Warfare Center Training Systems Division: Orlando, FL, USA, 2005; p. 63. [Google Scholar] [CrossRef]
- Dicheva, D.; Dichev, C.; Agre, G.; Angelova, G. Gamification in education: A systematic mapping study. Educ. Technol. Soc. 2015, 18, 75–88. [Google Scholar]
- Kapp, K.M. Choose Your Level: Using Games and Gamification to Create Personalized Instruction. In Handbook on Personalized Learning for States, Districts, and Schools; Temple University: Philadelphia, PA, USA, 2016; pp. 131–143. Available online: http://www.centeril.org/2016handbook/resources/Cover_Kapp_web.pdf (accessed on 29 February 2024).
- Simões, J.; Redondo, R.D.; Vilas, A.F. A social gamification framework for a K-6 learning platform. Comput. Human Behav. 2013, 29, 345–353. [Google Scholar] [CrossRef]
- Gordon, N.; Brayshaw, M.; Grey, S. Maximising gain for minimal pain: Utilising natural game mechanics. Ital. Innov. Teach. Learn. Inf. Comput. Sci. 2013, 12, 27–38. [Google Scholar] [CrossRef]
- Iosup, A.; Epema, D. An experience report on using gamification in technical higher education. In Proceedings of the 45th ACM Technical Symposium on Computer Science, Education, Atlanta, GA, USA, 5–8 March 2014; pp. 27–32. [Google Scholar] [CrossRef]
- Schell, J. The Art of Game Design; A Book of Lenses; CRC Press: Boca Raton, FL, USA, 2008. [Google Scholar]
- Chamany, K.; Allen, D.; Tanner, K. Making biology learning relevant to students: Integrating people, history, and context into college biology teaching. CBE Life Sci. Educ. 2008, 7, 267–278. [Google Scholar] [CrossRef] [PubMed]
- Tanner, K.; Allen, D. Approaches to biology teaching and learning: Understanding the wrong answers-teaching toward conceptual change. Cell Biol. Educ. 2005, 4, 112–117. [Google Scholar] [CrossRef] [PubMed]
- Nelson, C.E. Teaching evolution (and all of biology) more effectively: Strategies for engagement, critical reasoning, and confronting misconceptions. Integr. Comp. Biol. 2008, 48, 213–225. [Google Scholar] [CrossRef] [PubMed]
- Konicek-Moran, R.; Keeley, P. Teaching for Conceptual Understanding in Science; National Science Teachers Association Press: Arlington, VA, USA, 2015. [Google Scholar]
- Kramer, D.W. Interactive Biology with Videodisc. Am. Biol. Teach. 1991, 53, 185–188. [Google Scholar] [CrossRef]
- De Aguilera, M.; Mendiz, A. Video games and education: (Education in the Face of a ‘Parallel School’). Comput. Entertain. 2003, 1, 1–10. [Google Scholar] [CrossRef]
- Arias, M. Using video games in education. J. Mason Grad. Res. 2014, 1, 49–69. [Google Scholar] [CrossRef]
- Gentile, D.A.; Gentile, J.R. Violent video games as exemplary teachers: A conceptual analysis. J. Youth Adolesc. 2008, 37, 127–141. [Google Scholar] [CrossRef]
- Tsopra, R.; Courtine, M.; Sedki, K.; Eap, D.; Cabal, M.; Cohen, S.; Bouchaud, O.; Mechaï, F.; Lamy, J.-B. AntibioGame®: A serious game for teaching medical students about antibiotic use. Int. J. Med. Inform. 2020, 136, 104074. [Google Scholar] [CrossRef] [PubMed]
- Wurtele, E.S.; Bassham, D.C.; Dickerson, J.; Kabala, D.J.; Schneller, W.; Stenerson, M.; Vasanth, A. META!BLAST: A serious game to explore the complexities of structural and metabolic cell biology. In Proceedings of the ASME 2010 World Conference on Innovative Virtual Reality WINVR2010, Ames, IA, USA, 12–14 May 2010; pp. 1–4. [Google Scholar] [CrossRef]
- Brom, C.; Preuss, M.; Klement, D. Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study. Comput. Educ. 2011, 57, 1971–1988. [Google Scholar] [CrossRef]
- Espinoza, C.; Orvis, K.S.; Brophy, S.P. Learning the electron transport chain process in photosynthesis using video and serious game. J. Biol. Educ. 2020, 56, 376–396. [Google Scholar] [CrossRef]
- Taylor, M.F.; Jackson, S.W. InnunoScenarios: A Game for the Immune System. Am. Biol. Teach. 1996, 58, 288–295. [Google Scholar] [CrossRef]
- Kaur, A.W. Signal: A Neurotransmission Board Game. J. Undergrad. Neurosci. Educ. 2021, 20, A18–A27. Available online: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9053434/ (accessed on 31 March 2024). [PubMed]
- Spiegel, C.N.; Alves, G.G.; Cardona, T.d.S.; Melim, L.M.C.; Luz, M.R.M.; Araújo-Jorge, T.C.; Henriques-Pons, A. Discovering the cell: An educational game about cell and molecular biology. J. Biol. Educ. 2008, 43, 27–36. [Google Scholar] [CrossRef]
- De Cavalho, J.C.Q.; Beltramini, L.M.; Bossolan, N.R.S. Using a board game to teach protein synthesis to high school students. J. Biol. Educ. 2019, 53, 205–216. [Google Scholar] [CrossRef]
- Costa, M.J. CARBOHYDECK: A card game to teach the stereochemistry of carbohyrates. J. Chem. Educ. 2007, 84, 977–978. [Google Scholar] [CrossRef]
- Mohammadi, S.; Kiriazis, N.M.; Neuman-Lee, L.A. The Natural Selection Game: Incorporating Active Learning in Evolution Curricula for General Biology. Am. Biol. Teach. 2020, 82, 104–112. [Google Scholar] [CrossRef]
- Vásquez, E.C.; Ramos-Robles, M.I.; Morales-Linares, J. The Ecological Interactions Olympiad: A Classroom Activity for Reinforcing Scientific Knowledge. Am. Biol. Teach. 2018, 80, 365–369. [Google Scholar] [CrossRef]
- Hopwood, J.L.; Flowers, S.K.; Seidler, K.J.; Hopwood, E.L. Race to displace: A game to model the effects of invasive species on plant communities. Am. Biol. Teach. 2013, 75, 194–201. [Google Scholar] [CrossRef]
- Brady, S.C.; Andersen, E.C. An escape-room inspired game for genetics review. J. Biol. Educ. 2019, 55, 406–417. [Google Scholar] [CrossRef]
- Grande-de-Prado; Garcia-Martin, S.; Baelo, R.; Abella-Garci, V. Edu-Escape Rooms. Encyclopedia 2021, 1, 12–19. [Google Scholar] [CrossRef]
- Svec, L.A. INVESTIGATION A Classroom Simulation Activity to Visualize Energy and Matter Transformation in Cellular Respiration and Photosynthesis One way instructors can address these misconceptions is through hands-on simulations, so students can visualize and sum. Am. Biol. Teach. 2017, 79, 552–561. [Google Scholar] [CrossRef]
- Strom, M.K.; Carroll, K.A.; Davis, G.; Hultman, W.; Kosycarz, T.; Hayes, L.D. ‘Finding Garrett’: An Evolutionary Language Development Game A foundation of evolutionary biology is how natural selection (see Glossary below) leads to adaptation over time. Am. Biol. Teach. 2015, 77, 608–612. [Google Scholar] [CrossRef]
- Cherryholmes, C.H. Some current research on effectiveness of Educational Simulations: Implications for Alternative strategies. Am. Behav. Sci. 1966, 10, 4–7. [Google Scholar] [CrossRef]
- Chartier, M.R. Learning effect: An experimental study of a simulation game and instrumented discussion. Simul. Games 1972, 3, 203–218. [Google Scholar] [CrossRef]
- Reid, N. Simulation Techniques in Secondary Education: Affective Outcomes. Simulationd Gaming 1980, 11, 107–120. [Google Scholar] [CrossRef]
- Cohen, A.; Yaakobi, D.; Ben-Porat, A.; Chayoth, R. The effects of biology games on students’ anxiety and in their achievement. Int. J. Sci. Educ. 1989, 11, 387–394. [Google Scholar] [CrossRef]
- Lewis, A.; Peat, M.; Franklin, S. Understanding protein synthesis: An interactive card game discussion. J. Biol. Educ. 2005, 39, 125–130. [Google Scholar] [CrossRef]
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
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
APA StyleLantzouni, M., Poulopoulos, V., & Wallace, M. (2024). Gaming for the Education of Biology in High Schools. Encyclopedia, 4(2), 672-681. https://doi.org/10.3390/encyclopedia4020041