Gamify garden science knowledge to improve science education

Jon Chao Hong, Ming Yueh Hwang, Ming Chi Kiu, Pei Hsin Lin

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Game-based learning is one of the technology-enhanced learning approaches, whereby learning contents are designed to motivate children to learn concepts embedded in their daily life. In this study, we developed a smartphone application named the "Garden Science Game" for kindergarten pupils to recognize and become familiar with those living objects which they might encounter in the outdoors, such as fruits, flowers, crops, insects, and birds. In order to enhance their learning interest, seven gameplay modes were designed, namely Matching pairs, Bingo, Rearranging cards, Flip and match, Puzzle, Flying to your destination, and removing worms. There were 28 pupils who played certain games twice for a total of 30 minutes. After statistical analysis using t-tests and the Pearson correlation coefficient, the results indicated that firstly, comparing the second and first trials, the time used decreased, indicating that the participants could learn the features of objects via the Garden Science Game. Secondly, if the user's gameplay performance was good in one mode, then he or she performed well in other modes as well. Finally, the older group performed better than the younger group when considering all of the games played.

Original languageEnglish
Title of host publicationProceedings of the 11th European Conference on Games Based Learning, ECGBL 2017
EditorsMaja Pivec, Josef Grundler
PublisherAcademic Conferences and Publishing International Limited
Pages272-277
Number of pages6
ISBN (Electronic)9781911218562
Publication statusPublished - 2017 Jan 1
Event11th European Conference on Games Based Learning, ECGBL 2017 - Graz, Austria
Duration: 2017 Oct 52017 Oct 6

Publication series

NameProceedings of the 11th European Conference on Games Based Learning, ECGBL 2017

Other

Other11th European Conference on Games Based Learning, ECGBL 2017
CountryAustria
CityGraz
Period17/10/517/10/6

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Keywords

  • Mobile learning
  • Motor skill
  • Science knowledge

ASJC Scopus subject areas

  • Software
  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications
  • Artificial Intelligence
  • Human-Computer Interaction
  • Control and Systems Engineering
  • Education

Cite this

Hong, J. C., Hwang, M. Y., Kiu, M. C., & Lin, P. H. (2017). Gamify garden science knowledge to improve science education. In M. Pivec, & J. Grundler (Eds.), Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017 (pp. 272-277). (Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017). Academic Conferences and Publishing International Limited.