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2023
DOI: 10.46827/ejes.v10i10.4993
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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

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Cited by 1 publication
(3 citation statements)
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“…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%
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“…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%
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