Bet on Yield? A Gamified Learning Experience on the Factors Influencing Chemical Equilibrium in a University Classroom

Main Article Content

Jacqueline Herrera-Núñez

Abstract

Gamification has become an effective strategy for increasing motivation and fostering the understanding of complex concepts. This article presents the design and preliminary validation of the game "Do You Bet on Performance?", developed with the aim of strengthening first-year engineering students’ understanding of the factors that influence chemical equilibrium. The process was carried out in three phases. The first phase involved the validation of the game’s content and mechanics by expert instructors, who provided recommendations for conceptual refinement. The two subsequent phases consisted of pilot implementations of the game with students enrolled in the course Basic Chemistry 2 at the Costa Rica Institute of Technology during the second semesters of 2023 and 2024. Playability was evaluated using two attributes: effectiveness, defined as the ratio of challenges completed to challenges proposed, and student satisfaction, measured through perceived learning and perceived difficulty using Likert-type scales. In 2023, an average effectiveness of 58% was obtained, while in 2024, after the incorporation of new mechanics, this figure increased to 83%. An increase in perceived learning and a more balanced distribution of perceived difficulty were also observed. These results reinforce the potential of gamification as a pedagogical tool to promote active learning and support the appropriation of complex scientific concepts..

Article Details

Citas en Dimensions Service

References

Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: the fundamental concepts. International Journal of Technology in Education, 4, 542–552. https://doi.org/https://doi.org/10.46328/ijte.169 DOI: https://doi.org/10.46328/ijte.169

Byusa, E., Kampire, E., & Mwesigye, A. R. (2022). Game-based learning approach on students’ motivation and understanding of chemistry concepts: a systematic review of literature. Heliyon, 8(5), e09541. https://doi.org/https://doi.org/10.1016/j.heliyon.2022.e09541 DOI: https://doi.org/10.1016/j.heliyon.2022.e09541

Chans, G. M., & Portuguez-Castro, M. (2021). Gamification as a strategy to increase motivation and engagement in higher education chemistry students. Computers, 10(132). https://doi.org/https://doi.org/10.3390/computers10100132Farber, M. (2014). Gamify Your Classroom: A Field Guide to Game-Based Learning (P. Lang, Ed.; 2a ed., Vol. 71). Peter Lang Inc. DOI: https://doi.org/10.3390/computers10100132

Ferrell, B., Phillips, M. M., & Barbera, J. (2016). Connecting achievement motivation to performance in general chemistry. Chemistry Education Research and Practice, 17(4), 1054–1066. https://doi.org/https://doi.org/10.1039/C6RP00148C DOI: https://doi.org/10.1039/C6RP00148C

Hallal, K., & Tlais, S. (2023). ChemiPuzzle: a tool for assembling the structure of organic compounds and enhancing learning through gamification. Journal of Chemical Education, 100(1), 402–409. https://doi.org/https://doi.org/10.1021/acs.jchemed.2c00752 DOI: https://doi.org/10.1021/acs.jchemed.2c00752

Hussein, M. H., Ow, S. H., Cheong, L. S., & Thong, M.-K. (2019). A digital game-based learning method to improve students’ critical thinking skills in elementary science. IEEE Access, 7, 96309–96318. https://doi.org/https://doi.org/10.1109/ACCESS.2019.2929089 DOI: https://doi.org/10.1109/ACCESS.2019.2929089

Jaramillo-Mediavilla, L., Basantes-Andrade, A., Cabezas-González, M., & Casillas-Martín, S. (2024). Impact of gamification on motivation and academic performance: a systematic review. Education Sciences, 14(639). https://doi.org/https://doi.org/10.3390/educsci14060639 DOI: https://doi.org/10.3390/educsci14060639

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A. I. (2021). Gamification in science education: a systematic review of the literature. Education Sciences, 11, 1–36. https://doi.org/https://doi.org/10.3390/educsci11010022 DOI: https://doi.org/10.3390/educsci11010022

Leitão, R., Maguire, M., Turner, S., & Guimarães, L. (2022). A systematic evaluation of game elements effects on students’ motivation. Education and Information Technologies, 27(1), 1081–1103. https://doi.org/https://doi.org/10.1007/s10639-021-10651-8 DOI: https://doi.org/10.1007/s10639-021-10651-8

Manzano-León, A., Rodríguez-Ferrer, J. M., & Aguilar-Parra, J. M. (2023). Gamification in science education: challenging disengagement in socially deprived communities. Journal of Chemical Education, 100(1), 170–177. https://doi.org/https://doi.org/10.1021/acs.jchemed.2c00089 DOI: https://doi.org/10.1021/acs.jchemed.2c00089

Petersen, S. E., & Posner, M. I. (2012). The attention system of the human brain: 20 years after. Annual Review of Neuroscience, 35(35), 73–89. https://doi.org/https://doi.org/10.1146/annurev-neuro-062111-150525 DOI: https://doi.org/10.1146/annurev-neuro-062111-150525

Rowe, J. P., Shores, L. R., Mott, B. W., & Lester, J. C. (2011). Integrating learning, problem solving, and engagement in narrative-centered learning environments. International Journal of Artificial Intelligence in Education, 21, 115–133. https://doi.org/https://doi.org/10.1007/978-3-642-13437-1_17 DOI: https://doi.org/10.3233/JAI-2011-019

Theeuwes, J. (2010). Top-down and bottom-up control of visual selection. Acta Psychologica, 135(2), 77–99. https://doi.org/https://doi.org/10.1016/j.actpsy.2010.02.006 DOI: https://doi.org/10.1016/j.actpsy.2010.02.006

Theeuwes, J., & Godijn, R. (2001). 6 - Attentional and oculomotor capture. En B. S. Gibson & C. L. Folk (Eds.), Advances in Psychology (Vol. 133, pp. 121–149). North-Holland. https://doi.org/https://doi.org/10.1016/S0166-4115(01)80008-X DOI: https://doi.org/10.1016/S0166-4115(01)80008-X

Most read articles by the same author(s)