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Digital Game-Based Inquiry Learning to Improve Eighth Graders’ Inquiry Skills in Biology
Journal of Science Education and Technology ( IF 4.4 ) Pub Date : 2024-03-20 , DOI: 10.1007/s10956-024-10096-x
Lilla Bónus , Erzsébet Antal , Erzsébet Korom

This research focuses on BioScientist, a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through BioScientist and to report on its implementation. We examined whether inquiry skills and biology learning motivation change due to BioScientist. A total of 257 eighth graders participated in the research (Nexp. = 132, Ncontrol = 125). Students in the experimental group used BioScientist at home and in the classroom. The teachers in the control group did not change their teaching practices. Students’ inquiry skills were measured using the Inquiry Skills Test, and their biology learning motivation was measured using the Biology Motivation Questionnaire II. The experimental group and teachers were asked to evaluate BioScientist. The results indicated BioScientist digital game is suitable for developing inquiry skills, with the effect size being close to medium (Cohen’s d = 0.46). However, biology learning motivation was not developed. Student feedback on the BioScientist game and its use for learning is favourable. Based on the teachers’ responses, BioScientist can be used well in teaching biology. This research provides evidence that combining elements of digital game-based and inquiry-based learning is effective in developing inquiry skills. The game can be effectively integrated into the teaching practice, in line with the content of the biology curriculum.



中文翻译:

基于数字游戏的探究学习提高八年级学生的生物学探究能力

这项研究的重点是BioScientist,这是一个嵌入生物课程的基于数字游戏、基于探究的学习程序,可培养八年级学生的探究技能。本文的目的是通过BioScientist展示基于数字游戏的学习 (DGBL) 与探究式学习 (IBL) 元素的结合,并报告其实施情况。我们检查了探究技能和生物学学习动机是否因生物科学家而改变。共有 257 名八年级学生参与了这项研究(实验N  = 132,对照N  = 125)。实验组的学生在家中和课堂上使用BioScientist 。对照组的老师没有改变他们的教学方式。使用探究技能测试来衡量学生的探究技能,并使用生物动机问卷 II 来衡量他们的生物学学习动机。实验组和老师被要求对BioScientist进行评价。结果表明,BioScientist数字游戏适合培养探究技能,效果大小接近中等(Cohen's d  = 0.46)。然而,生物学习动机并未培养。学生对BioScientist游戏及其学习用途的反馈是积极的。根据教师的反馈,BioScientist可以很好地用于生物学教学。这项研究提供的证据表明,结合基于数字游戏和探究式学习的元素对于培养探究技能是有效的。该游戏能够有效融入教学实践,符合生物课程内容。

更新日期:2024-03-20
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