2018 IEEE Integrated STEM Education Conference (ISEC) 2018
DOI: 10.1109/isecon.2018.8340493
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The effect of interactive digital storytelling gamification on microbiology classroom interactions

Abstract: -In this research, we study the use of interactive digital storytelling in teaching microbiology. More specifically, we carried out an exploratory study assessing the effect of using the gamification of an interactive digital storytelling on classroom dynamics and students' interaction. The results show that the presence of gamification led to an increase in classroom discussions and in students' engagement with the learning objectives taught by the interactive digital storytelling.

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Cited by 13 publications
(6 citation statements)
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“…Digital StoryTelling (DST) is "the art of telling stories with a mixture of digital media, including text, pictures, recorded audio narration, music and video" [61]. In the last decade, DST has been used in education in order to improve language learning [52], social skills [50], to stimulate creativity and imagination [49], and to teach STEM subjects [42]. In particular, DST has been proved as an effective pedagogy to illustrate conceptual material, as gender theory [18], by allowing the representation of concepts using multiple modalities (e.g.…”
Section: Digital Storytellingmentioning
confidence: 99%
“…Digital StoryTelling (DST) is "the art of telling stories with a mixture of digital media, including text, pictures, recorded audio narration, music and video" [61]. In the last decade, DST has been used in education in order to improve language learning [52], social skills [50], to stimulate creativity and imagination [49], and to teach STEM subjects [42]. In particular, DST has been proved as an effective pedagogy to illustrate conceptual material, as gender theory [18], by allowing the representation of concepts using multiple modalities (e.g.…”
Section: Digital Storytellingmentioning
confidence: 99%
“…The creation of a learning environment in the context of a game is the component that results in the highest suitability assessment in learning activities. This is because experts think that the element is suitable, interesting, and applicable to the learner's context for motivation [63,64,65]. Every component is consistent and combined into an innovative, learner-centered learning style that can develop learners' skills and achievement appropriately.…”
Section: Discussionmentioning
confidence: 99%
“…A review in Molnar (2018) indicates seven objectives of educational games, these include: a) Improving student ability to learn and master concepts; b) increasing the learning process; c) engaging student interest in the learning process and activating interest; d) activating the acquisition of knowledge; e) providing a reward for correct responses and penalties for incorrect responses; f) allowing room socialization and group learning with peers; g) demonstrating bene ts in order to motivate students and address learning process problems. These objectives ultimately are geared to provide students with educational experience and gain.…”
Section: Related Workmentioning
confidence: 99%
“…In this regard gami cation has been adopted and used in Science, Technology, Engineering and Mathematics (STEM) as an avenue to support student engagement and learning. This is so since STEM subjects are often perceived negatively by students and students feel they are not engaging enough (Molnar, 2018). Increasingly, the uptake of STEM subjects has decreased among students, while the failure rates have increased.…”
Section: Related Workmentioning
confidence: 99%