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
Hauptverfasser: Bónus, Lilla, Antal, Erzsébet, Korom, Erzsébet
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creator Bónus, Lilla
Antal, Erzsébet
Korom, Erzsébet
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.
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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. 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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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