Digital Game-Based Inquiry Learning to Improve Eighth Graders’ Inquiry Skills in Biology
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-bas...
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Veröffentlicht in: | Journal of science education and technology 2024-08, Vol.33 (4), p.1-17 |
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description | 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 (N
exp.
= 132, N
control
= 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. |
doi_str_mv | 10.1007/s10956-024-10096-x |
format | Article |
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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 (N
exp.
= 132, N
control
= 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.</description><identifier>ISSN: 1059-0145</identifier><identifier>EISSN: 1573-1839</identifier><identifier>DOI: 10.1007/s10956-024-10096-x</identifier><language>eng</language><publisher>Dordrecht: Springer Netherlands</publisher><subject>Biology ; Computer & video games ; Control Groups ; Curricula ; Education ; Educational Technology ; Effectiveness ; Game Based Learning ; Inquiry ; Inquiry method ; Learning ; Learning programs ; Motivation ; Science Curriculum ; Science Education ; Skills ; Students ; Teachers ; Teaching ; Teaching Methods</subject><ispartof>Journal of science education and technology, 2024-08, Vol.33 (4), p.1-17</ispartof><rights>The Author(s) 2024</rights><rights>The Author(s) 2024. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c314t-a52ec67c31eefea0d704f2d2a7ee40bce06eb2e916f143d1a79ae83a954ea91f3</cites><orcidid>0000-0001-9534-8146 ; 0000-0003-3812-1644 ; 0000-0002-4121-692X</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://link.springer.com/content/pdf/10.1007/s10956-024-10096-x$$EPDF$$P50$$Gspringer$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://link.springer.com/10.1007/s10956-024-10096-x$$EHTML$$P50$$Gspringer$$Hfree_for_read</linktohtml><link.rule.ids>314,776,780,27901,27902,41464,42533,51294</link.rule.ids></links><search><creatorcontrib>Bónus, Lilla</creatorcontrib><creatorcontrib>Antal, Erzsébet</creatorcontrib><creatorcontrib>Korom, Erzsébet</creatorcontrib><title>Digital Game-Based Inquiry Learning to Improve Eighth Graders’ Inquiry Skills in Biology</title><title>Journal of science education and technology</title><addtitle>J Sci Educ Technol</addtitle><description>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 (N
exp.
= 132, N
control
= 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.</description><subject>Biology</subject><subject>Computer & video games</subject><subject>Control Groups</subject><subject>Curricula</subject><subject>Education</subject><subject>Educational Technology</subject><subject>Effectiveness</subject><subject>Game Based Learning</subject><subject>Inquiry</subject><subject>Inquiry method</subject><subject>Learning</subject><subject>Learning programs</subject><subject>Motivation</subject><subject>Science Curriculum</subject><subject>Science Education</subject><subject>Skills</subject><subject>Students</subject><subject>Teachers</subject><subject>Teaching</subject><subject>Teaching Methods</subject><issn>1059-0145</issn><issn>1573-1839</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2024</creationdate><recordtype>article</recordtype><sourceid>C6C</sourceid><recordid>eNp9kEFOwzAQRS0EEqVwAVaWWBvs2I7rJS2lVKrEAtiwsdxkkrqkSWunqN1xDa7HSTAEwY7VzJfe_zP6CJ0zeskoVVeBUS1TQhNBotYp2R2gHpOKEzbg-jDuVGpCmZDH6CSEJY3QQNMeer5xpWtthSd2BWRoA-R4Wm-2zu_xDKyvXV3itsHT1do3r4DHrly0CzzxNgcfPt7ef-mHF1dVAbsaD11TNeX-FB0Vtgpw9jP76Ol2_Di6I7P7yXR0PSMZZ6IlViaQpSoKgAIszRUVRZInVgEIOs-ApjBPQLO0YILnzCptYcCtlgKsZgXvo4suN3642UJozbLZ-jqeNJwqKVLFEhmppKMy34TgoTBr71bW7w2j5qtD03VoYofmu0OziybemUKE6xL8X_Q_rk-dYHaT</recordid><startdate>20240801</startdate><enddate>20240801</enddate><creator>Bónus, Lilla</creator><creator>Antal, Erzsébet</creator><creator>Korom, Erzsébet</creator><general>Springer Netherlands</general><general>Springer Nature B.V</general><scope>C6C</scope><scope>AAYXX</scope><scope>CITATION</scope><orcidid>https://orcid.org/0000-0001-9534-8146</orcidid><orcidid>https://orcid.org/0000-0003-3812-1644</orcidid><orcidid>https://orcid.org/0000-0002-4121-692X</orcidid></search><sort><creationdate>20240801</creationdate><title>Digital Game-Based Inquiry Learning to Improve Eighth Graders’ Inquiry Skills in Biology</title><author>Bónus, Lilla ; Antal, Erzsébet ; Korom, Erzsébet</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c314t-a52ec67c31eefea0d704f2d2a7ee40bce06eb2e916f143d1a79ae83a954ea91f3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2024</creationdate><topic>Biology</topic><topic>Computer & video games</topic><topic>Control Groups</topic><topic>Curricula</topic><topic>Education</topic><topic>Educational Technology</topic><topic>Effectiveness</topic><topic>Game Based Learning</topic><topic>Inquiry</topic><topic>Inquiry method</topic><topic>Learning</topic><topic>Learning programs</topic><topic>Motivation</topic><topic>Science Curriculum</topic><topic>Science Education</topic><topic>Skills</topic><topic>Students</topic><topic>Teachers</topic><topic>Teaching</topic><topic>Teaching Methods</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Bónus, Lilla</creatorcontrib><creatorcontrib>Antal, Erzsébet</creatorcontrib><creatorcontrib>Korom, Erzsébet</creatorcontrib><collection>Springer Nature OA Free Journals</collection><collection>CrossRef</collection><jtitle>Journal of science education and technology</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Bónus, Lilla</au><au>Antal, Erzsébet</au><au>Korom, Erzsébet</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Digital Game-Based Inquiry Learning to Improve Eighth Graders’ Inquiry Skills in Biology</atitle><jtitle>Journal of science education and technology</jtitle><stitle>J Sci Educ Technol</stitle><date>2024-08-01</date><risdate>2024</risdate><volume>33</volume><issue>4</issue><spage>1</spage><epage>17</epage><pages>1-17</pages><issn>1059-0145</issn><eissn>1573-1839</eissn><abstract>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 (N
exp.
= 132, N
control
= 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.</abstract><cop>Dordrecht</cop><pub>Springer Netherlands</pub><doi>10.1007/s10956-024-10096-x</doi><tpages>17</tpages><orcidid>https://orcid.org/0000-0001-9534-8146</orcidid><orcidid>https://orcid.org/0000-0003-3812-1644</orcidid><orcidid>https://orcid.org/0000-0002-4121-692X</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Biology Computer & video games Control Groups Curricula Education Educational Technology Effectiveness Game Based Learning Inquiry Inquiry method Learning Learning programs Motivation Science Curriculum Science Education Skills Students Teachers Teaching Teaching Methods |
title | Digital Game-Based Inquiry Learning to Improve Eighth Graders’ Inquiry Skills in Biology |
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