Study on 3D Meaningful Mobile Gamification Learning Outcome Assessment – An Example of Blood Circulation Lesson

Article Preview

Abstract:

Research on gamification of learning has been very popular in the past years; especially, the learning effectiveness in applying games to the education of natural science in elementary and junior high schools has been proven. Aiming at the human blood circulation unit, which is rather difficult to comprehend, in the biology materials for junior high school students, Mobile Meaningful Blood Circulation Learning System, called MMBCLS game-based learning, is developed. The players could comprehend the functions of systemic circulation and pulmonary circulation through games. In the study, the instructional design is based on Meaningful Learning and follows the principles of digital game-based learning models to design the after-class multimedia materials, which allow learners enjoying learning with fun. The quasi-experimental design is utilized for the learning assessment, where the experimental group applies MMBCLS, while the control group uses general instruction for the teaching materials. The experimental results show significant difference of the experimental group in the learning effectiveness and better post-test results than the control group. The research outcomes could be the reference of material design for teachers and provide educators with the reference of mobile as meaningful media material design.

You might also be interested in these eBooks

Info:

Periodical:

Pages:

1395-1399

Citation:

Online since:

May 2015

Export:

Price:

Permissions CCC:

Permissions PLS:

Сopyright:

© 2015 Trans Tech Publications Ltd. All Rights Reserved

Share:

Citation:

* - Corresponding Author

[1] Arnaudin, M. W., & Mintzes, J. J.: (1985). Students' alternative conceptions of the human circulatory system: A cross-age study. Science education, 69(5), 721-733.

DOI: 10.1002/sce.3730690513

Google Scholar

[2] Arnaudin, M. W., & Mintzes, J.J.: (1986). What research says:The cardiovascular system: Children's conceptions and misconceptions. Science and children, 23(5), 48-51.

Google Scholar

[3] Ausubel, D. P.: (1963). Psychology of meaningful verbal learning: An introduction to school learning. New York: Grune & Stratton.

Google Scholar

[4] Garris, R., Ahlers, R., & Driskell, J. E.: (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.

DOI: 10.1177/1046878102238607

Google Scholar

[5] Garris, R., Ahlers, R., & Driskell, J. E.: (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.

DOI: 10.1177/1046878102238607

Google Scholar

[6] Gee, J. P.: (2003). What Video Games Have to Teach Us About Learning and Literacy? ACM Computers in Entertainment, 1(1), 1-4.

DOI: 10.1145/950566.950595

Google Scholar

[7] Hair, J.F. Jr., Anderson, R.E., Tatham, R.L., Black, W.C.: Multivariate Data Analysis(5th ed. ), Englewood Cliffs, NJ:Prentice-Hall, (1998).

Google Scholar

[8] Huang, Chiu, Liu & Chen.: (2011). The design and implementation of a meaningful learning-based evaluation method for ubiquitous learning. Computers & Education, Volume 57, Issue 4, December 2011, Pages 2291-2302.

DOI: 10.1016/j.compedu.2011.05.023

Google Scholar

[9] Jonassen,D. H.: (1995). Supporting communities of learners with technology: a vision for integrating technology with learning in schools. Educational Technology, 35(4), 60–63.

Google Scholar

[10] Karppinen, P.: (2005). Meaningful learning with digital and online videos: theoretical perspectives. Association for the Advancement of Computing in Education Journal, 13 (3), 233–250.

Google Scholar

[11] Prensky, M.: (2001). Digital Game-Based Learning. NY: McGraw-Hill.

Google Scholar

[12] Prensky, M.: (2003). Digital game-based learning. Computer in Entertainment (CIE), 1(1), 21-21.

Google Scholar

[13] Rendas, A. B., Fonseca, M., & Pinto, P. R.: (2006). Toward meaningful learning in undergraduate medical education using concept maps in a PBL path physiology course. Advances in Physiology Education, 30(1), 23–29.

DOI: 10.1152/advan.00036.2005

Google Scholar

[14] Rick, S., & Weber, R. A.: (2010). Meaningful learning and transfer of learning in games played repeatedly without feedback. Games and Economic Behavior, 68(2), 716–730.

DOI: 10.1016/j.geb.2009.10.004

Google Scholar

[15] Sungur,S., Tekkaya,C., & Geban, O.: (2003). The contribution of conceptual change texts accompanied by concept mapping to students' understanding of the human circulatory system. School Science and Mathematics, 101(2), 91-101.

DOI: 10.1111/j.1949-8594.2001.tb18010.x

Google Scholar

[16] Thomas, S., Schott, G., & Kambouri, M.: (2003). Designing for Learning or Designing for Fun? Setting Usability Guidelines for Mobile Educational Games. Proceedings of MLEARN (2003).

Google Scholar

[17] Viola, S.R., Giretti, A., & Leo, T.: (2007). Detecting differences in meaningful learning, behaviors and their evolution: a data driven approach. International Journal of Computing and Information Sciences, 5(2), 63–73.

Google Scholar