School of Life Sciences & Chemical Technology, Ngee Ann Polytechnic, Singapore, Singapore.
Centre for Learning & Teaching Excellence, Ngee Ann Polytechnic, Singapore, Singapore.
Immunohorizons. 2023 Nov 1;7(11):718-728. doi: 10.4049/immunohorizons.2300004.
Digital game-based learning has been used to help learners grasp complex concepts in science subjects such as immunology. The aim of this study was to examine whether playing a digital game collaboratively would encourage articulation of scientific terminology and concepts, and whether this would result in learning gains. Forty-seven students at a tertiary institution (17-19 y of age) played a game (n = 22) or watched a video of the game (n = 25) in small groups. This was followed by an activity to document the key learning points. Pretest and posttest results showed that although both groups had learning gains, the game-based learning group outperformed the video group for gains in procedural knowledge, suggesting that playing the game helped students to better internalize the steps involved in the immune response. For the game-based learning group, there was a positive correlation between the number of scientific terms articulated and the gains in the test scores. However, for the video group, there was no correlation. The implications for designing digital game-based learning activities for learning are discussed. The study was carried out in an online environment due to the COVID-19 pandemic mandating home-based learning at the time. The discussion also focuses on how the findings can be applied in an online and face-to-face context.
基于数字游戏的学习已被用于帮助学习者掌握免疫学等科学学科中的复杂概念。本研究旨在检验是否通过协作玩数字游戏可以鼓励学生阐明科学术语和概念,以及这是否会带来学习上的收获。在一所高等学府中,有 47 名学生(年龄在 17-19 岁之间)被分为小组,分别玩游戏(n = 22)或观看游戏视频(n = 25)。之后,他们需要完成一个记录关键学习要点的活动。在预测试和后测试中,结果表明虽然两个组都有学习上的收获,但基于游戏的学习组在程序性知识方面的表现优于视频组,这表明玩游戏有助于学生更好地内化免疫反应所涉及的步骤。对于基于游戏的学习组,学生阐明的科学术语数量与测试成绩的提高呈正相关。然而,对于视频组,两者之间没有相关性。讨论了设计基于数字游戏的学习活动以促进学习的意义。由于 COVID-19 大流行要求当时在家学习,本研究是在在线环境中进行的。讨论还侧重于如何将这些发现应用于在线和面对面的环境中。