The Future of Education

Edition 15

Accepted Abstracts

Game On: Engaging Secondary Students in Evolution Learning

Catarina Rodrigues, Science Education Unit, Faculty of Sciences of the University of Porto (FCUP), Porto (Portugal)

Tiago Ribeiro, Interdisciplinary Centre of Marine and Environmental Research (CIIMAR), University of Porto, Matosinhos, Portugal & Science Education Unit, Faculty of Sciences of University of Porto (FCUP), University of Porto, Porto (Portugal)

Clara Vasconcelos, Interdisciplinary Centre of Marine and Environmental Research (CIIMAR), University of Porto, Matosinhos, Portugal & Science Education Unit, Faculty of Sciences of University of Porto (FCUP), University of Porto, Porto (Portugal)

Abstract

Enhancing science teaching requires strategies and resources that foster student motivation [1], often linked to the types of learning resources adopted [2]. Among these, educational games have demonstrated significant pedagogical benefits, serving as engaging tools that facilitate learning in an accessible and interactive manner [3,4]. The integration of game-based learning not only makes educational content more attractive but also creates a motivational environment conducive to knowledge acquisition [5]. This study aimed to investigate the effectiveness of educational games in promoting academic success through the implementation of the game “Lamarck Says”. This game was designed to engage students in the principles of biological evolution according to Lamarckism, enabling them to simulate Lamarck’s laws of evolution while fostering teamwork and competitive dynamics. The methodology was applied to an 11th-grade class (n=12), and its impact was assessed through a comparative analysis of students’ performance before and after the intervention. The results were measured using V Gowin’s epistemological tool, revealing an average post-intervention score of 87.2%, a significant improvement compared to the diagnostic test administered before the game’s implementation (73.3%). The findings reinforce the potential of educational games as effective pedagogical tools for science teaching. By offering an engaging, interactive, and collaborative learning experience, the game significantly enhanced students' understanding of biological evolution. This aligns with previous studies highlighting the role of gamification in fostering student motivation and improving conceptual learning in science education [3,4,5]. Future research should explore the scalability of this approach in larger and more diverse students, as well as the long-term retention of knowledge gained through educational games.

 

Keywords

Educational games; Biological evolution; Lamarckism

 

REFERENCES

[1] Teixeira, I., & Vasconcelos, C. (2024). The Use of Educational Games to Promote Learning in Geology: Conceptions of Middle and Secondary School Teachers. Geosciences, 14(1), 16. https://doi.org/10.3390/geosciences14010016

[2] Susman, K., & Pavlin, J. (2020). Improvements in Teachers' Knowledge and Understanding of Basic Astronomy Concepts through Didactic Games. Journal of Baltic Science Education, 19(6), 1020-1033. https://doi.org/10.33225/jbse/20.19.1020

[3] Maratou, V., Ennami, F., Luz, F., Abdullahi, Y., Medeisiene, R. A., Ščiukauskė, I., ... & Rye, S. (2023). Game-based learning in higher education using analogue games. International Journal of Film and Media Arts, 8(1), 68-84. https://doi.org/10.24140/ijfma.v8.n1.04

[4] Hursen, C., & Bas, C. (2019). Use of gamification applications in science education. International Journal of Emerging Technologies in Learning (Online), 14(1), 4. https://doi.org/10.3991/ijet.v14i01.8894

[5] Ding, A. C. E., & Yu, C. H. (2024). Serious game-based learning and learning by making games: Types of game-based pedagogies and student gaming hours impact students' science learning outcomes. Computers & Education, 218, 105075. https://doi.org/10.1016/j.compedu.2024.105075

 

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