Gamification is one of the recognized educational approaches that improve the motivation and engagement of the students in science learning. The project aims to implement the gamified mixed reality courseware for the enhancement of secondary school students’ understanding for the inaccessible conceptual topics of fluid mosaic model of cell membrane, homeostasis of blood glucose level as well as biotechnology and genetically modified organisms. Students always found that it was a daunting task to learn these 3 topics in traditional teaching approach. The participant students were from Grade 10 to 12 classes in Hong Kong secondary schools. The courseware included three mixed reality games, quizzes in conjunction with educational animations. Students learned the topics through the courseware. Then, surveys were conducted to collect feedback from students before and after the use of courseware. The data analysis from the survey was to evaluate the students’ learning experience, enjoyment and attitude towards using mixed reality in learning science and the effectiveness of the gamified courseware. Overall, the results showed that students were positive on the usage of gamification in science learning since it was fun, enjoyable and excited. Our findings also revealed that the use of the gamified courseware boosted classroom dynamics.
Mei Kuen Florence Tang, The Chinese University of Hong Kong, Hong Kong
Ka Yin Christine Yu, G.T. (Ellen Yeung) College, Hong Kong
Ka Wah Yang, Sing Yin Secondary School, Hong Kong
Ka Lai Roy Chan, Po Leung Kuk Ngan Po Ling College, Hong Kong
Miu Yung Olivia Ngan, Chinese University of Hong Kong, Hong Kong
Wai To Frederic Choi, Chinese University of Hong Kong, Hong Kong
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