2020
DOI: 10.1021/acs.jchemed.0c01025
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Interactions 500: Design, Implementation, and Evaluation of a Hybrid Board Game for Aiding Students in the Review of Intermolecular Forces During the COVID-19 Pandemic

Abstract: This paper provides information about a multilingual (Portuguese, English, Spanish, and French) hybrid board game composed of a physical board and an application for the Android and iOS platforms. The students’ opinions were very positive regarding the design, content, playability, usability, and usefulness. Facing the disruption caused by the COVID-19 pandemic, 44 undergraduate students used the game to review concepts related to intermolecular forces in a fun way that promotes social cohesion. Assessment of … Show more

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Cited by 27 publications
(26 citation statements)
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“…da Silva et al (2020a) designed an interactive game-based application (Interactions 500) aimed to help students review concepts related to intermolecular forces in a collaborative environment. This game was originally designed to be used by students in the classroom; however, the interruption of faceto-face classes due to the COVID-19 pandemic required to use it remotely.…”
Section: Chemistry Learningmentioning
confidence: 99%
“…da Silva et al (2020a) designed an interactive game-based application (Interactions 500) aimed to help students review concepts related to intermolecular forces in a collaborative environment. This game was originally designed to be used by students in the classroom; however, the interruption of faceto-face classes due to the COVID-19 pandemic required to use it remotely.…”
Section: Chemistry Learningmentioning
confidence: 99%
“…The use of this method has produced positive results in the COVID-19 context ( Nieto-Escamez and Roldán-Tapia, 2021 ; Rincon-Flores and Santos-Guevara, 2021 ). Moreover, gamification has been used in different subjects, such as business ( Pakinee and Puritat, 2021 ), computer sciences ( Liénardy and Donnet, 2020 ), and chemistry learning ( da Silva Júnior et al, 2020a , b ), as well as biological sciences courses, such as biology ( Kalleny, 2020 ; Lobet et al, 2021 ), microbiology ( Dustman et al, 2021 ), physiology ( Moro et al, 2020 ; Hennekes et al, 2021 ; Herkes et al, 2021 ; Kane et al, 2022 ), and medical and nursing education ( Gentry et al, 2019 ; Malicki et al, 2020 ; O’Connell et al, 2020 ; van Gaalen et al, 2021 ).…”
Section: Introductionmentioning
confidence: 99%
“…They have published ninety-three papers on educational games and their positive impacts on students’ learning in many areas of chemistry. However, only 15 of them focus on a few topics related to structural theory or intermolecular forces. Only the Time Bomb Game covers all subjects, but it is an application not focused on promoting students’ interaction …”
Section: Introductionmentioning
confidence: 99%