2015
DOI: 10.1186/s12052-015-0039-2
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The Red Queen’s Race: An Experimental Card Game to Teach Coevolution

Abstract: Although we are increasingly aware that an understanding of evolution is critical to all biological fields and to scientific literacy, evolution remains a challenge in the classroom. Here we present a hands-on, inquiry-based classroom activity to study host-parasite coevolution. Coevolution is the reciprocal evolution of interacting species. It is pervasive, diverse, and rapid. Instruction in coevolution is therefore an excellent way to teach students evolutionary principles. In the described game, students ta… Show more

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Cited by 5 publications
(3 citation statements)
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“…Based on the findings of this study, it appears that educational card games can be an effective way to improve students' conceptual understanding of a topic. This result is consistent with other studies that have employed educational card games to address learning difficulties in various contexts (Gibson et al, 2015;Gutierrez, 2014;Punyasettro & Yasri, 2021;Stagg & Donkin, 2013;Su et al, 2014). However, some doubts have been raised regarding whether the improvement in students' test scores is due solely to the card games themselves or to the influence of the teacher's instruction during the lecture.…”
Section: Discussionsupporting
confidence: 91%
“…Based on the findings of this study, it appears that educational card games can be an effective way to improve students' conceptual understanding of a topic. This result is consistent with other studies that have employed educational card games to address learning difficulties in various contexts (Gibson et al, 2015;Gutierrez, 2014;Punyasettro & Yasri, 2021;Stagg & Donkin, 2013;Su et al, 2014). However, some doubts have been raised regarding whether the improvement in students' test scores is due solely to the card games themselves or to the influence of the teacher's instruction during the lecture.…”
Section: Discussionsupporting
confidence: 91%
“…While direct instruction games focused on aiding students in remembering specific facts, active learning games were early experiments in creating a learning environment in which students would gain virtual experiences and collect information about a system in order to form and test hypotheses about what is happening in the system. Students could be guided by an instructor or the in-game instructions to run a simulation of a natural system and record results (Christensen-Dalsgaard and Kanneworff, 2009;Gibson et al, 2015;Jördens et al, 2018) in order to understand how that system works and propose hypotheses that explain results or predict future events as they continue to play the game.…”
Section: Experiential or Inquiry-based Learningmentioning
confidence: 99%
“…It is difficult because prior student conceptions may lead to misunderstanding of the evolutionary concepts being taught, because student awareness of the controversy surrounding evolution may lead to confusion, and also because it simply is complex material (Alters 2005;Alters and Nelson 2002;Sinatra et al 2003). Teaching evolution will be more effective if more hands-on labs are available that promote active learning (Alters and Nelson 2002;Gibson, Drown, and Lively 2015). Games, simulations and other active learning approaches are highly effective for teaching complex ideas (Barnett 2009), strongly increase performance in the STEM (science, technology, engineering and mathematics) educational fields (Freeman et al 2014) and decrease the performance gap between traditional and non-traditional students (Haak et al 2011).…”
Section: Introductionmentioning
confidence: 99%