2020
DOI: 10.3390/educsci10030048
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Element Enterprise Tycoon: Playing Board Games to Learn Chemistry in Daily Life

Abstract: This article reports the design of a scientific board game, named “Element Enterprise Tycoon” (EET), which creates a scenario combining chemical elements, techniques, and products in daily life. The game cards are designed to motivate students not only to retrieve information about chemical elements, but also to be proficient in chemistry. Moreover, the game creates opportunities for group interactions and competitions to engage students in learning chemical elements as they do in regular science curricula. Th… Show more

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Cited by 20 publications
(14 citation statements)
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“…Tabletop games have been shown to improve students' knowledge of anatomy (Anyanwu, 2014), astronomy (Cardinot & Fairfield, 2019), and chemistry (Tsai et al, 2020) to name a few topics. But content acquisition is not enough, thinking like a scientist is complex.…”
Section: Discussionmentioning
confidence: 99%
“…Tabletop games have been shown to improve students' knowledge of anatomy (Anyanwu, 2014), astronomy (Cardinot & Fairfield, 2019), and chemistry (Tsai et al, 2020) to name a few topics. But content acquisition is not enough, thinking like a scientist is complex.…”
Section: Discussionmentioning
confidence: 99%
“…PBP dapat dihasilkan dengan menggabungjalinkan elemen-elemen gamifikasi seperti papan mata, tahap, ganjaran, peraturan dan persaingan ke dalam alat bantu mengajar yang sedia ada bagi menarik minat dan kecenderungan murid dalam pembelajaran (Thibaut et al, 2018). Penggunaan papan dan kad permainan dalam PBP sangat popular di luar negara dan terbukti memberi impak yang positif kepada murid mahupun guru (Gogal, Heuett & Jaber, 2017;Kavak & Yamak, 2016;Martí-Centelles & Rubio-Magnieto, 2014;Tsai, Chen, Chang & Liu, 2020). Antara peralatan permainan yang digunakan secara meluas dalam pembelajaran kimia adalah seperti kad permainan, papan permainan, komputer permainan secara interaktif dan permainan secara mobile (Miller, Wentzel, Clark & Hurst, 2019).…”
Section: Pengenalanunclassified
“…Hal ini sesuai dengan penelitian yang menunjukkan bahwa penggunaan teknologi, terutama teknologi smartphone berbasis Android dalam pembelajaran mampu meningkatkan ketertarikan peserta didik sehingga pembelajaran di kelas menjadi lebih efektif yang berdampak pada peningkatan kemampuan akademik (Ghavifek, S., 2015;Ulfa, A. M., 2017). Peningkatan kemampuan kognitif siswa salah satunya dikarenakan peningkatan motivasi belajar melalui media pembelajaran yang mampu mengembangkan kompetensi ilmiah siswa, seperti pemecahan masalah dalam menyelesaikan suatu permainan (Tsai, J. C., 2020)…”
Section: Pendahuluanunclassified