Gamification in Science Education: Gamifying Learning of Microscopic Processes in the Laboratory
Yıl 2016,
Cilt: 7 Sayı: 2, 138 - 159, 01.06.2016
Katja Fleischman
Ellen Ariel
Öz
Understanding and trouble-shooting microscopic processes involved in laboratory tests are often challenging for students in science education because of the inability to visualize the different steps and the various errors that may influence test outcome. The effectiveness of gamification or the use of game design elements and game-mechanics were explored in a year-long research project which saw the development of a web based learning tool that visualized Enzyme Linked Immunosorbent Assays (ELISAs) in a digital laboratory. A cohort of 30 students from the Bachelor of Medical Laboratory Science trialed the first prototype and provided feedback in a survey on their learning experience and the extent to which the learning tool enhanced their learning. This article provides additional insights into likely future trends of substituting traditional learning modes such as lecture and practical laboratory classes with gamified content.
Kaynakça
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- Buch, K. & Bartley, S. (2002). Learning style and training delivery mode preference. Journal of Workplace Learning, 14(1), 5-10. doi: 10.1108/13665620210412795
- Buckley, P. & Doyle, E. (2014). Gamification and student motivation. Interactive Learning Environments, 22(6), 1-15. doi: 10.1080/10494820.2014.964263.
- De-Marcos, L., Eva Garcia-Lopez, & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99-113. doi: 10.1016/j.compedu.2015.12.008.
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- Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75-88. doi: 10.1109/EDUCON.2014.6826129.
- Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & Education, 49(3), 873-890.
- Epper, R. M., Derryberry, A., & Jackson, S. (2012). Game-based learning: Developing an institutional strategy. Research Bulletin) (Louisville, CO: EDUCAUSE Center for Applied Research.
- Federation of American Scientists. (2006). Harnessing the power of video games for learning. Summit on Educational Games. Washington, DC: FAS.
- Fitz-Walter, Z. (2013, 23 January 2013). A brief history of gamification. Retrieved on 21
- August 2015 from http://zefcan.com/2013/01/a-brief-history-of-gamification/
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- Kim, B. (2015). Gamification in education and libraries. Library Technology Reports (Vol. 51, 2). Chicago.
- Kolb, D. A. (1984). Experiential learning. Englewood Cliffs, NJ: Prentice Hall.
- Lee, J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 2.
- Morris, B. J., Croker, S., Zimmerman, C., Gill, D., & Romig, C. (2013). Gaming science: The “Gamification” of scientific thinking. Frontiers in psychology, 4, Article 607. doi: 10.3389/fpsyg.2013.00607
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- Oxford Dictionary. (Ed.) (2012) Oxford Dictionary.
- Poole, S. M., Kemp, E., Patterson, L., & Williams, K. (2014). Get your head in the game: Using gamification in business education to connect with Generation Y. Journal for Excellence in Business Education, 3(2).
- Punch, K. (2009). Introduction to research methods in education. London: Sage.
- Rossman, G. B. & Wilson, B. L. (1985). Numbers and words: Combining quantitative and
- qualitative methods in a single large-scale evaluation study. Evaluation Review, 9(5), 627-643.
- Renaud, C., & Wagoner, B. (2011). The gamification of learning. Principal Leadership, 12(1), 56-59.
- Swann, A. (2012, Jul 16, 2012 @ 9:30 PM ). Gamification comes of age, Forbes. Retrieved on 16 February 2016 from http://www.forbes.com/sites/gyro/2012/07/16/ gamification-comes-of-age/
- Villagrasa, S., & Duran, J. (2013). Gamification for learning 3D computer graphics arts. Proceedings of the First International Conference on Technological Ecosystem for Enhancing Multiculturality.
- Wu, M. (2011, 08-29-2011). What is gamification, really? Retrieved on 16 February 2016 from https://community.lithium.com/t5/Science-of-Social-blog/What-is- Gamification-Really/ba-p/30447
- Correspondence: Katja Fleischmann, Associate Professor in Media Design, College of
- Arts, Society and Education, James Cook University, Townsville City, Queensland, Australia
Yıl 2016,
Cilt: 7 Sayı: 2, 138 - 159, 01.06.2016
Katja Fleischman
Ellen Ariel
Kaynakça
- Borges, S. D. S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. SAC '14 Proceedings of the 29th Annual ACM Symposium on Applied Computing March 24-28, Gyeongju, Korea.
- Buch, K. & Bartley, S. (2002). Learning style and training delivery mode preference. Journal of Workplace Learning, 14(1), 5-10. doi: 10.1108/13665620210412795
- Buckley, P. & Doyle, E. (2014). Gamification and student motivation. Interactive Learning Environments, 22(6), 1-15. doi: 10.1080/10494820.2014.964263.
- De-Marcos, L., Eva Garcia-Lopez, & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99-113. doi: 10.1016/j.compedu.2015.12.008.
- Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Paper presented at the Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments.
- Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75-88. doi: 10.1109/EDUCON.2014.6826129.
- Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & Education, 49(3), 873-890.
- Epper, R. M., Derryberry, A., & Jackson, S. (2012). Game-based learning: Developing an institutional strategy. Research Bulletin) (Louisville, CO: EDUCAUSE Center for Applied Research.
- Federation of American Scientists. (2006). Harnessing the power of video games for learning. Summit on Educational Games. Washington, DC: FAS.
- Fitz-Walter, Z. (2013, 23 January 2013). A brief history of gamification. Retrieved on 21
- August 2015 from http://zefcan.com/2013/01/a-brief-history-of-gamification/
- Geelan, B., Salas, K. d., Lewis, I., King, C., Edwards, D., & O'Mara, A. (2015). Improving learning experiences through gamification: A case study. Australian Educational Computing, 30(1). Retrieved on 11 April 2016 from http://journal.acce.edu.au/ index.php/ AEC/article/view/57/pdf
- Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. 47th Hawaii International Conference on System Science (HICSS), 6-9 January, Waikoloa, HI, USA.
- Hanus, M. D., &, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. doi: 10.1016/j. compedu.2014.08.019.
- Hilton, M. & Honey, M. A. (2011). Learning science through computer games and simulations. Washington, DC: National Academies Press.
- Honey, P. & Mumford, A. (1986). The manual of learning styles. Berkshire, UK: Peter Honey.
- Huotari, K. & Hamari, J. (2012). Defining gamification: A service marketing perspective. Paper presented at the Proceeding of the 16th International Academic MindTrek Conference.
- Jong, M. S., Lee, J. H., & Shang, J. (2013). Educational use of computer games: Where we are, and what’s next. Reshaping Learning (pp. 299-320). Berlin: Springer.
- Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
- Kim, B. (2015). Gamification in education and libraries. Library Technology Reports (Vol. 51, 2). Chicago.
- Kolb, D. A. (1984). Experiential learning. Englewood Cliffs, NJ: Prentice Hall.
- Lee, J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 2.
- Morris, B. J., Croker, S., Zimmerman, C., Gill, D., & Romig, C. (2013). Gaming science: The “Gamification” of scientific thinking. Frontiers in psychology, 4, Article 607. doi: 10.3389/fpsyg.2013.00607
- Nah, F. F.-H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of Education: A review of literature. HCIB 2014, Held as Part of HCI International 2014, June 22–27, Crete, Greece.
- Oxford Dictionary. (Ed.) (2012) Oxford Dictionary.
- Poole, S. M., Kemp, E., Patterson, L., & Williams, K. (2014). Get your head in the game: Using gamification in business education to connect with Generation Y. Journal for Excellence in Business Education, 3(2).
- Punch, K. (2009). Introduction to research methods in education. London: Sage.
- Rossman, G. B. & Wilson, B. L. (1985). Numbers and words: Combining quantitative and
- qualitative methods in a single large-scale evaluation study. Evaluation Review, 9(5), 627-643.
- Renaud, C., & Wagoner, B. (2011). The gamification of learning. Principal Leadership, 12(1), 56-59.
- Swann, A. (2012, Jul 16, 2012 @ 9:30 PM ). Gamification comes of age, Forbes. Retrieved on 16 February 2016 from http://www.forbes.com/sites/gyro/2012/07/16/ gamification-comes-of-age/
- Villagrasa, S., & Duran, J. (2013). Gamification for learning 3D computer graphics arts. Proceedings of the First International Conference on Technological Ecosystem for Enhancing Multiculturality.
- Wu, M. (2011, 08-29-2011). What is gamification, really? Retrieved on 16 February 2016 from https://community.lithium.com/t5/Science-of-Social-blog/What-is- Gamification-Really/ba-p/30447
- Correspondence: Katja Fleischmann, Associate Professor in Media Design, College of
- Arts, Society and Education, James Cook University, Townsville City, Queensland, Australia