EDUTainment: Effectiveness of Game-based Activities in Teaching Ecosystem Topics
DOI:
https://doi.org/10.32871/rmrj2311.02.07Keywords:
Game-based activities, conceptual understanding, student engagement, mixed method, Philippine science educationAbstract
This study utilized four game-based activities (GBAs) developed by the researcher to determine their effectiveness in teaching Ecosystem topics for Grade 7 Biology in terms of (1) conceptual understanding and (2) nature of engagement. This quasi-experimental study used a mixed-method approach. Pre-test and post-test results show that the integration of GBAs in the lessons significantly improved students’ academic performance in terms of conceptual understanding. Students' reports and teachers' observations also indicated that GBAs could enhance students’ engagement in their lessons and learning process. The results of this study support the relevance of using game-based activities as pedagogical and learning tools as they could improve students’ understanding of concepts and engagement in the lessons and learning process. Considering the needs and goals of students can maximize the positive effects of GBA integration.
References
Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts. International Journal of Technology in Education, 4(3), 542-552. https://doi.org/10.46328/ijte.169
Amerstorfer, C. M., & Freiin von Münster-Kistner, C. (2021). Student perceptions of academic engagement and student-teacher relationships in problem-based learning. Frontiers in Psychology, 12, 4978. https://doi.org/10.3389%2Ffpsyg.2021.713057
Azizah, N., Nengsih, E. W., Wati, L., & Nastiti, L. R. (2021). The perspective on monopoly as media in physics learning by using teams’ games tournament. Journal of Physics: Conference Series, 1760(1), 012015. https://doi.org/10.1088/1742-6596/1760/1/012015
Bernardo, A. B. I., Cordel, M. O., Calleja, M. O., Teves, J. M. M., Yap, S. A., & Chua, U. C. (2023). Profiling low-proficiency science students in the Philippines using machine learning. Humanities and Social Sciences Communications, 10(1), 1-12. https://doi.org/10.1057/s41599-023-01705-y
Bustard, D., & Black, M. (2009). Game Inspired Tool Support for e Learning Processes. Electronic Journal of e-Learning, 7(2), pp101-110. https://academic-publishing.org/index.php/ejel/article/view/1559
Carrabba, C., & Farmer, A. (2018). The impact of project-based learning and direct instruction on the motivation and engagement of middle school students. Language Teaching and Educational Research, 1(2), 163-174. https://files.eric.ed.gov/fulltext/ED591136.pdf
Charles, M. T., Bustard, D., & Black, M. (2009). Game inspired tool support for e-learning rocesses. Electronic Journal of e-Learning, 7(2), 101-110. https://academic-publishing.org/index.php/ejel/article/view/1559/1522
Chaves, M. G. F. (2022). The community of inquiry instructional strategies impact on student satisfaction on remote learning. Recoletos Multidisciplinary Research Journal, 10(1), 191-204. https://doi.org/10.32871/rmrj2210.01.14
Chen, C., Li, M., & Chen, T. (2020). A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance. Computers & Education, 144, 103697. https://doi.org/10.1016/j.compedu.2019.103697
Erümit, S. F., & Yılmaz, T. K. (2022). The happy association of game and gamification: The use and evaluation of game elements with game-based activities. Technology, Pedagogy and Education, 31(1), 103-121. https://doi.org/10.1080/1475939X.2021.2006077
Funa, A. A., Ricafort, J. D., Jetomo, F. G. J., & Lasala, N. L. (2024). Effectiveness of brain-based learning toward improving students’ conceptual understanding: a meta-analysis. International Journal of Instruction, 17(1), 361-380.
Friehs, B. (2016). Games in adult foreign language teaching. In L.A. Wahid (Ed.), Proceedings of 3rd International Conference on Language, Innovation, Culture and Education (pp. 51-61). Infobase Creation Sdn Bhd. https://icsai.org/procarch/3iclice/3iclice-23.pdf
Hui, H. B., & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on the students' cognitive and affective domain: A systematic review. Frontiers in Psychology, 14, 1105806. https://doi.org/10.3389/fpsyg.2023.1105806
Ikbal, A. M., Yudiana, Y., & Juliantine, T. (2019). The effect of learning model and critical thinking skills to solve motion situation problem ability in invasion game. In A.G. Abdullah, I. Widiaty, C.U. Abdullah, A. Suherman, D. Budiana, & A. Mahandra (Eds.), Proceedings of the 3rd International Conference on Sport Science, Health, and Physical Education (ICSSHPE 2018): Volume II. Advances in Health and Science Research (pp. 92-96). Atlantis Press. https://doi.org/10.2991/icsshpe-18.2019.26
Lasala Jr, N. L. (2022). Validation of game-based activities in teaching grade 7-biology. Jurnal Pendidikan IPA Indonesia, 11(4), 519-530.
Lasala, N. J. (2023). Development and validation of E-SelfIMo: E-learning self-directed interactive module in earth science. Recoletos Multidisciplinary Research Journal, 11(1), 85–101. https://doi.org/10.32871/rmrj2311.01.07
Li, M. C., & Tsai, C. C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22, 877-898. https://doi.org/10.1007/s10956-013-9436-x
Liu, E. Z. F., & Chen, P. K. (2013). The effect of game-based learning on students’ learning performance in science learning–A case of “conveyance go”. Procedia-Social and Behavioral Sciences, 103, 1044-1051. https://doi.org/10.1016/j.sbspro.2013.10.430
Luna, M. (2019). Laro-ng-lahi-modified instructional activities and students' performance in mathematics. Ascendens Asia Journal of Multidisciplinary Research Abstracts, 3(2F). https://www.ojs.aaresearchindex.com/index.php/AAJMRA/article/view/8645
May, A. (2021). Gamification, game-based learning, and student engagement in education [Master’s thesis, Winona State University]. Open River Digital Repository. https://openriver.winona.edu/leadershipeducationcapstones/55
Organisation for Economic Cooperation and Development. (2019). PISA 2018 assessment and analytical framework. OECD Publishing. https://doi.org/10.1787/b25efab8-en
Palines, K. M. E., & Cruz, R. A. O. D. (2021). Facilitating factors of scientific literacy skills development among junior high school students. LUMAT: International Journal on Math, Science and Technology Education, 9(1), 546-569. https://doi.org/10.31129/LUMAT.9.1.1520
Pan, L., Tlili, A., Li, J., Jiang, F., Shi, G., Yu, H., & Yang, J. (2021). How to implement game-based learning in a smart classroom? A model based on a systematic literature review and Delphi method. Frontiers in Psychology, 12, 749837. https://doi.org/10.3389/fpsyg.2021.749837
Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68, 101592. https://doi.org/10.1016/j.lmot.2019.101592
Pho, A., & Dinscore, A. (2015). Game-based learning. Association of College and Research Libraries Instruction Section. https://www.edufication.com/wp-content/uploads/2023/01/https-acrl.ala_.orgISwp-contentuploads201405spring2015.pdf
Pinatil, L., & Ramos, A. (2023). Theory of adaptation of educators teaching technology-based courses. Recoletos Multidisciplinary Research Journal, 11(1), 103-118. https://doi.org/10.32871/rmrj2311.01.08
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283. http://dx.doi.org/10.1080/00461520.2015.1122533
Punyasettro, S., & Yasri, P. (2021). A game-based learning activity to promote conceptual understanding of Chordates' phylogeny and self-efficacy to learn evolutionary biology. European Journal of Educational Research, 10(4), 1937-1951. https://doi.org/10.12973/eu-jer.10.4.1937
Rahimi, S., Shute, V., & Zhang, Q. (2021). The effects of game and student characteristics on persistence in educational games: A hierarchical linear modeling approach. International Journal of Technology in Education and Science, 5(2), 141-165. https://doi.org/10.46328/ijtes.118
Sánchez-Mena, A., & Martí-Parreño, J. (2017). Drivers and barriers to adopting gamification: Teachers’ perspectives. Electronic Journal of e-Learning, 15(5), 434-443. https://files.eric.ed.gov/fulltext/EJ1157970.pdf
Serrano, K. (2019). The effect of digital game-based learning on student learning: A literature review [Master’s thesis, University of Northern Iowa]. UNI Scholarworks. https://scholarworks.uni.edu/grp/943
Shahzadi, I., & Nasreen, A. (2020). Assessing scientific literacy levels among secondary school science students of District Lahore. Bulletin of Education and Research, 42(3), 1-21. https://eric.ed.gov/?id=EJ1291080
Shena, B. S. A., Sitohang, B., & Rukmono, S. A. (2019). Application of dynamic difficulty adjustment on evidence-centered design framework for game based learning. IEEE. https://doi.org/10.1109/ICoDSE48700.2019.9092725
Tenglet, E. (2023). Quiet in class? Exploring discourses on verbal participation. Educational Research, 65(2), 230-247. https://doi.org/10.1080/00131881.2023.2203138
Toyon, M. A. S. (2021). Explanatory sequential design of mixed methods research: Phases and challenges. International Journal of Research in Business and Social Science, 10(5), 253-260. https://doi.org/10.20525/ijrbs.v10i5.1262
Ubaidullah, N., Hamid, J., & Mohamed, Z. (2019). Integrating the arcs motivational elements into an on-line game-based learning application: Does the application enhance students’ motivation in learning programming. International Journal of Innovative Technology and Exploring Engineering, 8(11), 1493-1501. http://doi.org/10.35940/ijitee.K1872.0981119
Valladares, L. (2021). Scientific literacy and social transformation: Critical perspectives about science participation and emancipation. Science & Education, 30(3), 557-587. https://doi.org/10.1007/s11191-021-00205-2
Voulgari, I., Lavidas, K., Komis, V., & Athanassopoulos, S. (2020). Examining student teachers’ perceptions and attitudes towards game based learning. In G.N. Yannakasi, A. Liapis, P. Kyburz, V. Volz, F. Khosnood, & P. Lopez (Eds.), Proceedings of the 15th International Conference on the Foundations of Digital Games (pp. 1-5). Association for Computing Machinery. https://doi.org/10.1145/3402942.3409611
Wang, M., & Zheng, X. (2021). Using game-based learning to support learning science: A study with middle school students. The Asia-Pacific Education Researcher, 30, 167-176. https://doi.org/10.1007/s40299-020-00523-z
Wichadee, S., & Pattanapichet, F. (2018). Enhancement of performance and motivation through application of digital games in an English language class. Teaching English with Technology, 18(1), 77-92. https://files.eric.ed.gov/fulltext/EJ1170635.pdf
Yazicioglu, S., & Çavus Güngören, S. (2021). Game-based activities related to light and sound unit and students' views. Journal of Inquiry Based Activities, 11(1), 51-68. https://files.eric.ed.gov/fulltext/EJ1310116.pdf
Zaiontz, C. (2017 May 3). Robust standard errors. Real Statistics Using Excel. Retrieved February 8, 2022, from https://real-statistics.com/multiple-regression/robust-standard-errors/
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 University of San Jose-Recoletos
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Copyright of the Journal belongs to the University of San Jose-Recoletos