2022
DOI: 10.1021/acs.jchemed.1c01286
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CountQuest: A Card Game Played on Zoom for Revising Effective Atomic Number Concept

Abstract: Game-based learning has been shown to promote active learning. We have designed a card game termed CountQuest, played on the online platform Zoom, to facilitate the revision of the effective atomic number (EAN) concept for metal complexes previously taught in lectures. This game was played by undergraduate and graduate chemistry students during their respective 1 h tutorial sessions. The efficacy of the intervention was shown using pre/post surveys. The results of our activity demonstrate that judiciously desi… Show more

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Cited by 3 publications
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“…A closer look at the conceptual dimensional normalized gain of each of the students again reveals that 90% of them demonstrated a high level of learning achievement (Figure b). These findings are likely to be attributable to the students’ repeated hands-on practice and resultant conceptual development during the game playing session. , …”
Section: Resultsmentioning
confidence: 99%
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“…A closer look at the conceptual dimensional normalized gain of each of the students again reveals that 90% of them demonstrated a high level of learning achievement (Figure b). These findings are likely to be attributable to the students’ repeated hands-on practice and resultant conceptual development during the game playing session. , …”
Section: Resultsmentioning
confidence: 99%
“…Following the discussion, the students were asked to complete a worksheet upon which they wrote their answers to mole calculation revision questions. All of the questions were framed from the instructional content presented in the board gamea step which enhances the sense of touch and thus potentially contributes to deeper learning. , Additionally, the students were given a special question involving the conversion of mass to particles that they needed to solve independently without any teacher assistance.…”
Section: Research Methodologymentioning
confidence: 99%
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