Motivating Students in the Biology Classroom via Games
Martha Georgiou,
Marina Pandi
Abstract:In recent decades, the increased use of digital games by students at all education levels has attracted the attention of many researchers interested in the effect games used in the classroom have on learning. Despite the strong interest internationally in the use of educational games in the teaching of Biology, in Greece the degree of corresponding research is limited. The purpose of our research is to examine the effect that games have on Greek high school students’ acquisition and retention of knowledge rela… Show more
“…Participants who had played the 'Find the Plant' game were rather convinced of the beneficial effects of the game on plant species knowledge, and attributed their perceived increase in plant identification skills to the game. However, without a control group it cannot be ruled out that the lecture alone would have produced a similar result; as in [44]. The 54 students who did not take the posttest and presumably did not play the game could have expanded their knowledge of plant species in the same way as the game players.…”
Section: Limitationsmentioning
confidence: 99%
“…Educational games give students the opportunity to actively learn, which promotes learning motivation as well as knowledge acquisition and retention [39,44,45]. Through the exchange with fellow students, what has previously been heard is reproduced, discussed and, if necessary, corrected, and learning content can be successfully processed and retained [46,47].…”
Section: Educational Gamesmentioning
confidence: 99%
“…Educational games can be designed for use on digital devices or as non-digital games such as card, dice or board games [53]. While several studies have investigated the impact of non-digital games on high school students' knowledge of physiology, cell biology or genetics, e.g., [44,46,54,55] and university students' knowledge of medicine, e.g., [56,57], hardly any study has examined the impact of games on plant species literacy. In one study on plant identification, university students and other adults played a card game in which they had to match cards according to visual characteristics or similarities in names, with the cards showing color images of plants [49].…”
Plants play a key role in achieving the UN Sustainable Development Goals, which call for a plant-aware and plant-knowledgeable public. This study investigated whether a non-digital educational game supplementary to a lecture on plant diversity can foster plant species literacy in student teachers of biology and environmental science students (n = 78). The 100 species of the lecture were displayed on playing cards together with their scientific names, plant families and symbols for further information. Two players alternately had to find out which plant their opponent had in hand by asking yes/no questions about possible characteristics of the species. Participation in the game was voluntary and took place in students’ free time. Before the game, interest in plants was moderately high and perceived competence to recognize plants was low. Students enjoyed playing the game and increased their interest in plants, their perceived competence to identify plants by species-specific morphological characteristics, and their actual plant species knowledge, as shown by an identification test on campus. A combination of a lecture and an accompanying game can thus be recommended to promote plant species literacy in higher education.
“…Participants who had played the 'Find the Plant' game were rather convinced of the beneficial effects of the game on plant species knowledge, and attributed their perceived increase in plant identification skills to the game. However, without a control group it cannot be ruled out that the lecture alone would have produced a similar result; as in [44]. The 54 students who did not take the posttest and presumably did not play the game could have expanded their knowledge of plant species in the same way as the game players.…”
Section: Limitationsmentioning
confidence: 99%
“…Educational games give students the opportunity to actively learn, which promotes learning motivation as well as knowledge acquisition and retention [39,44,45]. Through the exchange with fellow students, what has previously been heard is reproduced, discussed and, if necessary, corrected, and learning content can be successfully processed and retained [46,47].…”
Section: Educational Gamesmentioning
confidence: 99%
“…Educational games can be designed for use on digital devices or as non-digital games such as card, dice or board games [53]. While several studies have investigated the impact of non-digital games on high school students' knowledge of physiology, cell biology or genetics, e.g., [44,46,54,55] and university students' knowledge of medicine, e.g., [56,57], hardly any study has examined the impact of games on plant species literacy. In one study on plant identification, university students and other adults played a card game in which they had to match cards according to visual characteristics or similarities in names, with the cards showing color images of plants [49].…”
Plants play a key role in achieving the UN Sustainable Development Goals, which call for a plant-aware and plant-knowledgeable public. This study investigated whether a non-digital educational game supplementary to a lecture on plant diversity can foster plant species literacy in student teachers of biology and environmental science students (n = 78). The 100 species of the lecture were displayed on playing cards together with their scientific names, plant families and symbols for further information. Two players alternately had to find out which plant their opponent had in hand by asking yes/no questions about possible characteristics of the species. Participation in the game was voluntary and took place in students’ free time. Before the game, interest in plants was moderately high and perceived competence to recognize plants was low. Students enjoyed playing the game and increased their interest in plants, their perceived competence to identify plants by species-specific morphological characteristics, and their actual plant species knowledge, as shown by an identification test on campus. A combination of a lecture and an accompanying game can thus be recommended to promote plant species literacy in higher education.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.