Abstract
ABSTRACT Background Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game Pokémon GO, called Insects GO in which players should capture images of real insects with their mobile phones. Purpose The hypothesis was that if students had to struggle in the search for information about the world of insects to fulfill tasks of a game, they could develop skills that would potentialise scientific knowledge on insect morphology and nomenclature and make them more attentive to the issues on the subject. Sample The study has been conducted in a middle school with students aged 11 to 15 enrolled in the 6th to 9th years of middle school, totaling 21 students. Design and methods This research is a case study and has been evaluated through a learning test called the History Word Association Test (HWAT) that quantitatively ascertains students’ perceptions about their conceptions, in this case, regarding entomology. The interest and motivation of students in performing the activity were evaluated using ARCS model of motivational design. Results Students who participated in the proposed activity showed be motivated to play the game and the, learning test suggests an improvement in matters related to morphology, taxonomy and the insect life cycle. Conclusion The Insect Go game seems to improve the learning of entomology in middle school.
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