TY - GEN
T1 - Gamify garden science knowledge to improve science education
AU - Hong, Jon Chao
AU - Hwang, Ming Yueh
AU - Kiu, Ming Chi
AU - Lin, Pei Hsin
N1 - Funding Information:
This research was partially supported by the “Aim for the Top University Project” of National Taiwan Normal University (NTNU), sponsored by the Ministry of Education, Taiwan and the “International Research-Intensive Center of Excellence Program” of NTNU and Ministry of Science and Technology, Taiwan (MOST 103-2911-I-003-301 and MOST 101-2511-S-003-056-MY3 and MOST 104-2911-I-003-301).
PY - 2017
Y1 - 2017
N2 - 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.
AB - 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.
KW - Mobile learning
KW - Motor skill
KW - Science knowledge
UR - http://www.scopus.com/inward/record.url?scp=85036456913&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85036456913&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85036456913
T3 - Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017
SP - 272
EP - 277
BT - Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017
A2 - Pivec, Maja
A2 - Grundler, Josef
PB - Academic Conferences and Publishing International Limited
T2 - 11th European Conference on Games Based Learning, ECGBL 2017
Y2 - 5 October 2017 through 6 October 2017
ER -