Abstract

Understanding phenomena and concepts is very important for the development of scientific thinking. One of the most critical problems in science education is that teaching and learning these concepts is often difficult for students, who are left without a sense of achievement. For this reason, the integration of gamification into science education has increased significantly. The aim of gamification is to provide motivational support and to promote the activities necessary for science education. The research was carried out on students in two seventh grade classes on the topic of environmental awareness. Pre- and post-tests were used to measure the effectiveness of gamification compared to traditional teaching, with one class forming the experimental group and the other the control group. Teaching with the traditional method differed from the gamification method only in the elements of gamification, the same knowledge was discussed for both classes. Among the gamification elements, we used the frame story, it was possible to obtain badges after completing the tasks. The final goal was to solve a crossword puzzle. When evaluating the results of the surveys, it became clear that the experimental group was more motivated by the gamification method and in this way resulted a more thorough acquisition of knowledge.

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