TY - JOUR
T1 - Using board games to teach socioscientific issues on biological conservation and economic development in Taiwan
AU - Tsai, Jen Che
AU - Cheng, Ping Han
AU - Liu, Shiang Yao
AU - Chang, Chun Yen
N1 - Publisher Copyright:
© 2019, Scientia Socialis Ltd. All rights reserved.
PY - 2019
Y1 - 2019
N2 - This research uses board games as teaching material to develop students’ decision-making ability and basic scientific literacy and to foster students’ value for nature and social caring by working with socioscientific issues. The board game structure contains four perspective systems: ecological, economic, cultural, and political. In the game processing, students must handle, consider, and understand the different role players’ positions and face different missions that involve socioeconomic and environmental conflicts. When making any decisions, students affect the follow-up game behaviors and develop tendencies. The board game instruction was field-tested with 38 high-school students from two different high schools. Students played the board game for a total of 200 minutes. Students’ scientific conceptions concerning biodiversity (closed-ended) and perspectives on socioscientific issues (open-ended) were assessed before and after the board game lesson. The results showed that students in both high schools significantly increased their understanding of biodiversity concepts, with a high level of effect size (Cohen’s d equal to 1.40 and 1.06, respectively, for the two schools). In the semistruc-tured interviews, the interviewed students were able to reflect on the value of animals and provide various opinions about animal conservation and economic development.
AB - This research uses board games as teaching material to develop students’ decision-making ability and basic scientific literacy and to foster students’ value for nature and social caring by working with socioscientific issues. The board game structure contains four perspective systems: ecological, economic, cultural, and political. In the game processing, students must handle, consider, and understand the different role players’ positions and face different missions that involve socioeconomic and environmental conflicts. When making any decisions, students affect the follow-up game behaviors and develop tendencies. The board game instruction was field-tested with 38 high-school students from two different high schools. Students played the board game for a total of 200 minutes. Students’ scientific conceptions concerning biodiversity (closed-ended) and perspectives on socioscientific issues (open-ended) were assessed before and after the board game lesson. The results showed that students in both high schools significantly increased their understanding of biodiversity concepts, with a high level of effect size (Cohen’s d equal to 1.40 and 1.06, respectively, for the two schools). In the semistruc-tured interviews, the interviewed students were able to reflect on the value of animals and provide various opinions about animal conservation and economic development.
KW - Board game
KW - Decision making
KW - Descriptive research
KW - Game base learning
KW - Socioscientific issue
UR - http://www.scopus.com/inward/record.url?scp=85071090377&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85071090377&partnerID=8YFLogxK
U2 - 10.33225/jbse/19.18.634
DO - 10.33225/jbse/19.18.634
M3 - Article
AN - SCOPUS:85071090377
SN - 1648-3898
VL - 18
SP - 634
EP - 645
JO - Journal of Baltic Science Education
JF - Journal of Baltic Science Education
IS - 4
ER -