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Department of Education

Region X
Division of Cagayan de Oro City
GUSA REGIONAL SCIENCE HIGH SCHOOL-X
Gusa, Cagayan de Oro City
RESEARCH DEPARTMENT

ARTICLE SUMMARY

Tentative Title of (EleMental) an interactive game based mobile app


Research Study for enhancing mastery in chemical nomenclature.
1. Abrio, Princess Joefel R.
Research Proponents 2. Curilan, Roselle C.
3. Magdale, Earth Qenn R.
Using Game-Based Learning to Support Learning
Title of the Article
Science: A Study with Middle School Students
Date Published July 13, 2020

Game-based learning involves using digital or


non-digital games to improve students'
knowledge and skills. While previous research
has shown that game-based learning is better
than traditional teaching methods, this study
focused on its effects on science learning and
self-confidence in Chinese middle school
students. They compared digital and non-digital
Abstract
games and found that students in game-based
learning groups performed better in knowledge
assessments and had higher self-confidence than
those in traditional lectures. Interestingly, there
was no significant difference in science learning
between digital and non-digital games, but
students using digital games felt more confident.
These findings are significant for future game-
based learning research and application.

One goal of our study was to investigate whether


Problem/Objectives
digital games have better effects on students’
learning of science than non-digital games
Methodology The participants of this study were three groups
of 7th graders from a city in Central China. In this
middle school, the 7th graders were divided into
12 classes. In this study, we randomly selected
three classes as the research subjects, each
class had about 31 students (see Table 1). The
average age of students was about 12.6 years old.
They all had some prior experience of game-
based learning (about once or twice per term). In
this study, the scientific concept taught to
students was the reflection of light, which
includes the four major parts: (1) objects that
emit light are called light sources, (2) light travels
in a straight path in a uniform medium, (3) light
reflects from a smooth surface at the same angle
as it hits the surface, (4) the path of light is
reversible
Table 2 shows the descriptive statistics of
students’ pre-test and post-test scores. Students’
performance in the pre-test was similar. Class A
(the digital game group) had the Fig. 3 The
principle of laser maze Fig. 4 A student playing
laser maze Fig. 5 Experimental design for the
learning activities Using Game-Based Learning to
Support Learning Science: A Study with Middle
Results School Students 123 lowest mean score in the
pre-test, and class B (the nondigital game group)
had the highest mean score. The ANOVA test
results indicated that the difference of the pre-
test scores among the three groups was not
significant (F(2, 90) = 0.299, p[0.05). In other
words, students of the three groups had similar
knowledge background about the reflection of
light before the experiment.
Wang, M., & Zheng, X. (2020). Using Game-Based
Learning to Support Learning Science: A Study with
Reference
Middle School Students. Asia-pacific Education
(APA Format)
Researcher, 30(2), 167–
176. https://doi.org/10.1007/s40299-020-00523-z

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