Digital Game-Based Inquiry Learning to Improve Eighth Graders’ Inquiry Skills in Biology
-
Published:2024-03-20
Issue:4
Volume:33
Page:1-17
-
ISSN:1059-0145
-
Container-title:Journal of Science Education and Technology
-
language:en
-
Short-container-title:J Sci Educ Technol
Author:
Bónus LillaORCID, Antal ErzsébetORCID, Korom ErzsébetORCID
Abstract
AbstractThis research focuses on BioScientist, a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through BioScientist and to report on its implementation. We examined whether inquiry skills and biology learning motivation change due to BioScientist. A total of 257 eighth graders participated in the research (Nexp. = 132, Ncontrol = 125). Students in the experimental group used BioScientist at home and in the classroom. The teachers in the control group did not change their teaching practices. Students’ inquiry skills were measured using the Inquiry Skills Test, and their biology learning motivation was measured using the Biology Motivation Questionnaire II. The experimental group and teachers were asked to evaluate BioScientist. The results indicated BioScientist digital game is suitable for developing inquiry skills, with the effect size being close to medium (Cohen’s d = 0.46). However, biology learning motivation was not developed. Student feedback on the BioScientist game and its use for learning is favourable. Based on the teachers’ responses, BioScientist can be used well in teaching biology. This research provides evidence that combining elements of digital game-based and inquiry-based learning is effective in developing inquiry skills. The game can be effectively integrated into the teaching practice, in line with the content of the biology curriculum.
Funder
University of Szeged
Publisher
Springer Science and Business Media LLC
Reference76 articles.
1. Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay engagement and learning in game-based learning: A systematic review. Review of Educational Research, 85(4), 1–40. https://doi.org/10.3102/0034654315577210 2. Banchi, H., & Bell, R. (2008). The many levels of inquiry. Science and Children, 46(2), 26–29. 3. Bandura, A. (1997). Self-efficacy: The exercise of control. W H Freeman/Times Books/ Henry Holt & Co. 4. Bao, L., Cai, T., Koenig, K., Fang, K., Han, J., Wang, J., Liu, Q., Ding, L., Cui, L., Luo, Y., Wang, Y., Li, L., & Wu, N. (2009). Learning and scientific reasoning. Science, 323(5914), 586–587. https://doi.org/10.1126/science.1167740 5. Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–107.
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
|
|