Investigating the Influence of an Arduino-Based Educational Game on the Understanding of Genetics among Secondary School Students

Author:

Arpaci Ibrahim12ORCID,Kaya Abdullah3,Bahari Mahadi2

Affiliation:

1. Department of Software Engineering, Faculty of Engineering and Natural Sciences, Bandirma Onyedi Eylul University, Balikesir 10200, Turkey

2. Department of Information Systems, Faculty of Management, Universiti Teknologi Malaysia, Johor Bahru 81310, Malaysia

3. Erbaa Istiklal Secondary School, Tokat 60500, Turkey

Abstract

This study aims to investigate the impact of an educational game created using Arduino on the learning of genetics by secondary school students. To assess the effectiveness of the game, Solomon’s four-group design was employed. A total of 72 8th-grade students, comprising 30 boys and 42 girls, were randomly selected and divided into different groups. The experimental groups were taught using the educational game, while the control groups received conventional instruction. The results of the comparison test indicated no statistically significant differences in the academic performance of students between the experimental and control groups. However, the findings suggested that the educational game had a positive impact on the students’ academic success to a considerable extent and was as effective as traditional teaching methods. Moreover, the digital game had the potential to increase student engagement by enhancing their motivation, interest, and participation in science classes. This could contribute to promoting environmentally sustainable practices in schools and ensuring that all students receive a high-quality education, thereby contributing to the sustainability of the educational system.

Publisher

MDPI AG

Subject

Management, Monitoring, Policy and Law,Renewable Energy, Sustainability and the Environment,Geography, Planning and Development,Building and Construction

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