DiGIBST: An inquiry-based digital game-based learning pedagogical model for science teaching
-
Published:2024
Issue:3
Volume:4
Page:282-298
-
ISSN:2767-1925
-
Container-title:STEM Education
-
language:
-
Short-container-title:steme
Author:
Caparoso Jun Karren V.1, Orleans Antriman V.2
Affiliation:
1. Department of Science and Mathematics Education, College of Education, Mindanao State University-Iligan Institute of Technology, Iligan City, Philippines; junkarren.caparoso@g.msuiit.edu.ph 2. College of Advanced Studies, Philippine Normal University-Manila, Ermita, Manila, Philippines; orleans.av@pnu.edu.ph
Abstract
<p>This research aims to propose a pedagogical model that structures the implementation of digital game-based learning (DGBL) in science classes. Design-based research guided the design, development, implementation, and redesign processes of the prototype pedagogical model. The principles that informed the design of the model were gleaned from empirical data on DGBL conditions in junior high schools and science teachers' DGBL practices and perceived barriers to implementing DGBL. Curriculum and science education experts reviewed the model and found it usable, adoptable, implementable, and appropriate for junior high school science classes. The lesson designed based on the model improved junior high school students' motivation to learn and achievement in science. Likewise, science teachers perceived the pedagogical model to be easy to use, useful in science teaching, beneficial for students, and able to enhance their teaching efficiency and productivity. This study is the first to propose a DGBL pedagogical model for science.</p>
Publisher
American Institute of Mathematical Sciences (AIMS)
Reference60 articles.
1. Wang, Y., Wang, Z., Liu, G., Wang, Z., Wang, Q., Yan, Y., et al., Application of serious games in health care: Scoping review and Bibliometric analysis. Frontiers in Public Health, 2022, 10: 896974. https://doi.org/10.3389/fpubh.2022.896974 2. Anderson, J.L. and Barnett, M., Learning Physics with Digital Game Simulations in Middle School Science. Journal of Science Education & Technology, 2013, 22(6): 914-926. https://doi.org/10.1007/s10956-013-9438-8 3. Annetta, L.A., Minogue, J., Holmes, S.Y. and Cheng, M., Investigating the Impact of Video Games on High School Students' Engagement and Learning about Genetics. Computers & Education, 2009, 53(1): 74-85. https://doi.org/10.1016/j.compedu.2008.12.020 4. Annetta, L., Lamb, R., Minogue, J., Folta, E., Holmes, S., Vallett, D., et al., Safe science classrooms: Teacher training through serious educational games. Information Sciences, 2014, 264: 61-74. https://doi.org/10.1016/j.ins.2013.10.028 5. Cheng, M.T., Chen, J.H., Chu, S.J. and Chen, S.Y., The use of serious games in science education: a review of selected empirical research from 2002 to 2013. Journal of Computers in Education, 2015, 2(3): 353–375. https://doi.org/10.1007/s40692-015-0039-9
|
|