2016
DOI: 10.30935/cedtech/6168
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Gamification in Science Education: Gamifying Learning of Microscopic Processes in the Laboratory

Abstract: Understanding and trouble-shooting microscopic processes involved in laboratory tests are often challenging for students in science education because of the inability to visualize the different steps and the various errors that may influence test outcome. The effectiveness of gamification or the use of game design elements and game-mechanics were explored in a year-long research project which saw the development of a web based learning tool that visualized Enzyme Linked Immunosorbent Assays (ELISAs) in a digit… Show more

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Cited by 31 publications
(17 citation statements)
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“…Since research on gamification in education is still developing, this study aims to offer a new evidence. This lack of evidence for the efficacy of gamification is not specific to science education but to higher education in general (Fleischmann and Ariel, 2016).…”
Section: Resultsmentioning
confidence: 99%
“…Since research on gamification in education is still developing, this study aims to offer a new evidence. This lack of evidence for the efficacy of gamification is not specific to science education but to higher education in general (Fleischmann and Ariel, 2016).…”
Section: Resultsmentioning
confidence: 99%
“…En contraposición, el 31,6% respondió que sí la había empleado durante su experiencia colegial (15,8%) o universitaria (15,8%). Cabe destacar que las personas que respondieron afirmativamente a esta interrogante tenían una edad entre 24 y 44 años, lo cual reafirma que el fundamento de esta estrategia no es nuevo, sino que lo novedoso es el concepto como tal (Dicheva et al, 2015;Fleischmann y Ariel, 2016). Además, como la gran mayoría del grupo no ha entrado en contacto con esta, es posible apuntar a su implementación como una herramienta interesante de analizar para el proceso de enseñanza-aprendizaje parauniversitario.…”
Section: Resultados Análisis Y Discusiónunclassified
“…La gamificación es una nueva tendencia, en donde elementos de juegos son usados en contextos poco comunes, como educación, salud, áreas sociales y mercadeo (Turan, Avinc, Kara y Goktas, 2016). El término fue acuñado por Nick Pelling en 2002 (Kim, 2015), pero se dice que su primer uso se dio en 2008 (Fleischmann y Ariel, 2016) y su adopción no se extendió sino hasta después de la segunda mitad de 2010 (Dicheva, Dichev, Agre y Angelova, 2015).…”
Section: Antecedentesunclassified
“…points, badges, and rewards, as a form of immediate feedback. There were six studies, however, that discussed immediate feedback as a separate game mechanic used in their gamified learning interventions (Buckley & Doyle, 2016;Cheong et al, 2013;Fleischman & Ariel, 2016;Geelan et al, 2015;O'Donovan et al, 2013;Rose et al, 2016). Only two of these six studies note results specific to the use of immediate feedback.…”
Section: Results Relevant To Rq #1: Game Mechanics Studiedmentioning
confidence: 99%