| Literature DB >> 30260380 |
Carla L Brown1,2, Mary Ann Comunale1,2, Brian Wigdahl1,2, Sandra Urdaneta-Hartmann1,2.
Abstract
Digital game-based learning (DGBL) is being used increasingly as an alternative learning tool to teach science in further and higher education. A variety of digital game formats currently exist for science learning, alongside diverse methods for their implementation and evaluation. This paper aims to provide a broad summary of the field by discussing the current platforms for DGBL and examples of games played on them. These include gamified simulations and traditional digital games delivered through personal computer and online software; mobile games delivered through downloaded applications for devices such as tablets and mobile phones; and educational modifications of commercial games, known amongst gamers as 'mods'. To conclude the summary, the paper discusses the current challenges and barriers associated with DGBL in further and higher science education, and potential strategies researchers may consider to overcome them.Entities:
Mesh:
Year: 2018 PMID: 30260380 PMCID: PMC6203454 DOI: 10.1093/femsle/fny237
Source DB: PubMed Journal: FEMS Microbiol Lett ISSN: 0378-1097 Impact factor: 2.742
Examples of serious games for DGBL of science in further and higher education.
| Game | Type | Field of science | Developer | Topic | Implementation strategy | Ref. |
|---|---|---|---|---|---|---|
| CD4 Hunter | Mobile Game | Virology, Infectious Diseases | Drexel University College of Medicine | HIV-1 binding and entry to CD4+ T cells | As a supplemental learning tool in undergraduate and graduate courses. Transfer of knowledge, perceived knowledge gain and enjoyment of playing the game are currently being researched. Research of faculty perceptions of the game and DGBL is also planned. | iTunes and Google Play Stores (Brown |
| Chairs! | Mobile Game | Organic Chemistry | University of Akron | Isomer conformation | Students watched a video on isomers at home and then in class received a lecture and also played the game. DGBL was assessed in the unit exam. | Winter |
| Foldit | Online PC Game | Molecular biology, Biochemistry | University of Washington | Protein structure | A supplementary learning resource on protein structure with college students. DGBL was evaluated by students’ self-assessment of perceived improvement understanding of the content, and game enjoyment. | Cooper |
| Immune-Quest | PC Game | Immunology | Syndaus Inc. | Human immune system | Biology majors received lecture and played the game to supplement learning; pre- and post-tests covering topics in the lecture and the game were utilized to measure DGBL. | Raimondi ( |
| Kahoot! | Online Quiz Modification | Chemistry | Autonomous University of Barcelona | Adaptable, real-time quizzes and surveys | Quizzes were utilized after each lecture during college semester. DGBL was evaluated based on assessment of students mean grades | Ares |
| Labster | Gamified Simulation | Biomedical Sciences (various areas) | Labster | Virtual laboratories | An educational activity in university classrooms in combination with lectures. Knowledge gain was evaluated using pre- and post-tests, and scores compared (traditional lecture only vs. combination of game and lecture). | Bonde |
| Malaria Invasion | Mobile Game | Parasitology, Infectious Diseases | Drexel University College of Medicine | Red blood cell invasion by | As a supplemental learning tool in undergraduate and graduate courses. Planned DGBL research: transfer of knowledge, perceived knowledge gain, and enjoyment of playing the game, and faculty perceptions of the game and DGBL is also planned. | iTunes and Google Play App in Sept. 2018. Comunale |
| Meta!Blast | Gamified Simulation | Cell Biology | University of Iowa | 3D structure of the cell | Installed within a science museum exhibit as an educational activity aimed at high school students. DGBL was evaluated using pre-and post-tests. | Wurtele |
| Polycraft World | Vanilla Minecraft Modification | Organic Chemistry | University of Texas, Dallas | Materials science | Supplementary tool in a chemistry course for 11 weeks. DGBL was measured by students’ abilities in class and their performance in assessments. | Smaldone |
| Solve the Outbreak | PC and Mobile Game | Epidemiology | CDC | Disease outbreaks | Lesson plans developed for implementation of game into high school and college classrooms. DGBL has not been evaluated. | iTunes and Google Play Stores |
Figure 1.Gamified simulations for teaching cell biology and laboratory techniques. (A) Screenshot of Meta!Blast, a gamified simulation software that was designed to teach high school and college students about cellular biology. (B) Screenshot of Labster, a gamified simulation that allows students to complete a wide range of virtual labs online including medical genetics, microbiology, forensics and other laboratory techniques such as high-performance liquid chromatography (HPLC).
Figure 2.Digital science games developed to teach immunology and protein chemistry. (A) Screenshot of ImmuneQuest, a 3D PC game designed to teach students about immunology in the human body. (B) Screenshot of Foldit, an online puzzle game that allows player to input to research by solving protein structures.
Figure 3.Mobile games for teaching microbiology and organic chemistry in higher education. (A) Screenshot of CD4 Hunter, an educational mobile game about how HIV-1 infects CD4+ T cells in the human body. (B) Screenshot of Chairs!, a mobile game to teach about isomer conformation and alkanes.
Figure 4.‘Modding’ existing game software for teaching of chemistry in higher education. (A) Screenshot of Polycraft World, a ‘mod’ of Minecraft, designed to teach college students about organic chemistry and distillation.
Select serious games conferences with relevance to further and higher education and science.
| Conference | Established | Webpage URL |
|---|---|---|
| North American Gaming and Simulation Association Conference | 1962 |
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| International Society for Technology in Education (ISTE)* | 1979 |
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| International Conference on Game-Based Learning and Serious Games | 1998 |
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| Digital Games Research Association (DiGRA) Conference | 2003 |
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| Games for Change/VR for Change* | 2004 |
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| European Conference on Games Based Learning (ECGBL)* | 2006 |
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| Meaningful Play Conference | 2008 |
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| Serious Play Conference* | 2010 |
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| CUNY Games Conference | 2014 |
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| Games and Learning Association | 2012 |
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| International Conference on Serious Games and Applications for Health | 2012 |
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| Games and Learning Alliance Conference (GALA) | 2012 |
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| Gotland Game Conference | 2018 |
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An asterisk designates that it hosts a concurrent game competition.