Effects of Game-Based Activities on Student's Social Skills and Attitudes toward Learning Science
Nestor Jr. Lasala
Discipline: Education
Abstract:
This study evaluated the effectiveness of four game-based activities (GBAs)
in teaching ecosystems to Grade 7 Biology students. Involving 69 students
(34 control, 35 experimental), the quasi-experimental study used a mixedmethods
approach. The researcher utilized a static-group comparison design
for the quantitative phase and a thematic analysis for the qualitative phase.
Quantitative analysis revealed significant improvements in the experimental
group's social skills (p<0.05; Cohen’s d = 0.63) and conceptual understanding
(p<0.05; Cohen’s d = 0.86). Descriptive statistical analysis also suggests that
GBAs can foster positive attitudes toward using GBAs and learning. Qualitative
data from journal entries and teacher-observer interviews highlighted
enhanced communication, collaboration, confidence, and participation
among students using GBAs. The study also recognized the interconnection
between conceptual understanding, social skills, and attitude toward learning,
not just as pedagogical tools but also as practical tools in improving students’
affective domain, creating a safe environment beneficial for the learning
process in general.
References:
- Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts. International Journal of Technology in Education, 4(3), 542-552. https://doi.org/10.46328/ijte.169
- Alabbasi, D. (2018). Exploring teachers' perspectives towards using gamification techniques in online learning. Turkish Online Journal of Educational Technology-TOJET, 17(2), 34-45. https://eric.ed.gov/?id=EJ1176165
- Anwer, F. (2019). Activity-Based Teaching, Student Motivation and Academic Achievement. Journal of Education and Educational Development, 6(1), 154-170. https://files.eric.ed.gov/fulltext/EJ1216784.pdf
- Başkahya, Z. I. (2021). The effect of using game-based learning activities in algebra on seventh-grade students’ algebra achievement, attitude towards mathematics and opinions about game-based learning activities (Master's thesis, Middle East Technical University). OpenMETU Digital Archive. https://hdl.handle.net/11511/93236
- Bodnar, C. A., & Clark, R. M. (2017). Can game-based learning enhance engineering communication skills? IEEE transactions on professional communication, 60(1), 24-41. https://doi.org/10.1109/TPC.2016.2632838
- Chen, S., Jamiatul Husnaini, S., & Chen, J. J. (2020). Effects of games on students’ emotions of learning science and achievement in chemistry. International Journal of Science Education, 42(13), 2224-2245. https://doi.org/10.1080/09500693.2020.1817607
- Chen, C. H., & Law, V. (2016). Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation. Computers in Human Behavior, 55, 1201-1212. https://doi.org/10.1016/j.chb.2015.03.010
- Chiotaki, D., Poulopoulos, V., & Karpouzis, K. (2023). Adaptive game-based learning in education: A systematic review. Frontiers in Computer Science, 5, 1062350. https://doi.org/10.3389/fcomp.2023.1062350
- Cohen J, (1988). Statistical power analysis for the behavioral sciences (2nd Ed.). Erlbaum.
- da Silva Junior, J. N., Lima, M. A. S., Pimenta, A. T. A., Nunes, F. M., Monteiro, Á. C., de Sousa, U. S., Melo Leite Junior, A.J., Zampieri, D., Alexandre, F.S.O., de Sousa, U.S., Pacioni, N.L., & Winum, J. Y. (2021). Design, implementation, and evaluation of a game-based application for aiding chemical engineering and chemistry students to review the organic reactions. Education for Chemical Engineers, 34, 106-114. https://doi.org/10.1016/j.ece.2020.11.007
- Dalidig, S. M. N. M. (2020). Effects of game-based teaching on students’ conceptual understanding. In I. Gunawan (Ed.), 2020 6th International Conference on Education and Technology (ICET) (pp. 177-181). IEEE. https://doi.org/10.1109/ICET51153.2020.9276603
- Danielson, C. K., & Phelps, C. R. (2003). The assessment of children's social skills through self-report: A potential screening instrument for classroom use. Measurement and Evaluation in Counseling and Development, 35(4), 218-229. https://doi.org/10.1080/07481756.2003.12069068
- De Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology & Society, 21(2), 74-84. https://www.jstor.org/stable/26388380
- Díez-Palomar, J., García-Carrión, R., Hargreaves, L., & Vieites, M. (2020). Transforming students’ attitudes towards learning through the use of successful educational actions. PLOS One, 15(10), e0240292. https://doi.org/10.1371/journal.pone.0240292
- Emihovich, B., Roque, N., & Mason, J. (2020). Can video gameplay improve undergraduates' problem-solving skills? International Journal of Game-Based Learning (IJGBL), 10(2), 1-18. https://doi.org/10.4018%2Fijgbl.2020040102
- Fulmer, G. W., Ma, H., & Liang, L. L. (2019). Middle school student attitudes toward science, and their relationships with instructional practices: A survey of Chinese students’ preferred versus actual instruction. Asia-Pacific Science Education, 5(9), 1-21. https://doi.org/10.1186/s41029-019-0037-8
- Funa, A. A., Ricafort, J. D., Jetomo, F. G. J., & Lasala, N. L. (2024). Effectiveness of brain-based learning toward improving students’ conceptual understanding: A meta-analysis. International Journal of Instruction, 17(1), 361-380. https://doi.org/10.29333/iji.2024.17119a
- Getie, A. S. (2020). Factors affecting the attitudes of students towards learning English as a foreign language. Cogent Education, 7(1), 1738184. https://doi.org/10.1080/2331186X.2020.1738184
- Giannakas, F., Kambourakis, G., Papasalouros, A., & Gritzalis, S. (2018). A critical review of 13 years of mobile game-based learning. Educational Technology Research and Development, 66, 341-384. https://doi.org/10.1007/s11423-017-9552-z
- Hanghøj, T., Lieberoth, A., & Misfeldt, M. (2018). Can cooperative video games encourage social and motivational inclusion of at‐risk students? British Journal of Educational Technology, 49(4), 775-799. https://doi.org/10.1111/bjet.12642
- Hartanto, D., Kusmaedi, N., Ma’mun, A., & Abduljabar, B. (2021). Integrating social skills in traditional games with physical education interventions. International Journal of Human Movement and Sports Sciences, 9(5), 921-928. https://doi.org/10.13189/saj.2021.090513
- Hui, H. B., & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on the students' cognitive and affective domain: A systematic review. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1105806
- Hussein, Y., & Csíkos, C. (2023). The effect of teaching conceptual knowledge on students’ achievement, anxiety about, and attitude toward mathematics. Eurasia Journal of Mathematics Science and Technology Education, 19(2). https://doi.org/10.29333/ejmste/12938
- Hwang, G. J., Wu, P. H., Chen, C. C., & Tu, N. T. (2016). Effects of an augmented reality-based educational game on students’ learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895–1906. https://www.learntechlib.org/p/194312/
- Jääskä, E., & Aaltonen, K. (2022). Teachers’ experiences of using game-based learning methods in project management higher education. Project Leadership and Society, 3, 100041. https://doi.org/10.1016/j.plas.2022.100041
- Kasimu, O., & Nantomah, I. (2019). Development and validation of an instrument to measure attitudes towards the use of computer in learning mathematics. American Journal of Educational Research, 7(1), 104-108. http://dx.doi.org/10.12691/education-7-1-16
- Kleiber, J. (2021). Exploring educators' perspectives on empathy and equity through a role-play game experience [Doctoral dissertation, George Fox University]. George Fox University Digital Commons. https://digitalcommons.georgefox.edu/edd/158
- Kühn, S., Kugler, D. T., Schmalen, K., Weichenberger, M., Witt, C., & Gallinat, J. (2019). Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry, 24(8), 1220-1234. https://doi.org/10.1038/s41380-018-0031-7
- Laranjeiro, D. (2021). Development of game-based m-learning apps for preschoolers. Education Sciences, 11(5), 229. https://doi.org/10.3390/educsci11050229
- Lasala, N. L., Jr. (2022). Validation of game-based activities in teaching grade 7-biology. Jurnal Pendidikan IPA Indonesia, 11(4), 519-530. https://doi.org/10.15294/jpii.v11i4.39185
- Lasala, N., J. (2023). Development and validation of E-SelfIMo: E-learning self-directed interactive module in earth science. Recoletos Multidisciplinary Research Journal, 11(1), 85-101. https://doi.org/10.32871/rmrj2311.01.07
- Lean, J., Moizer, J., Derham, C., Strachan, L., & Bhuiyan, Z. (2020). Real World Learning: Simulation and Gaming. In Springer eBooks (pp. 187–214). https://doi.org/10.1007/978-3-030-46951-1_9
- Li, M. C., & Tsai, C. C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22, 877-898. https://doi.org/10.1007/s10956-013-9436-x
- Liu, E. Z. F., & Chen, P. K. (2013). The effect of game-based learning on students’ learning performance in science learning–A case of “conveyance go”. Procedia-Social and Behavioral Sciences, 103, 1044-1051. https://doi.org/10.1016/j.sbspro.2013.10.430
- Mambrey, S., Schreiber, N., & Schmiemann, P. (2022). Young students’ reasoning about ecosystems: The role of systems thinking, knowledge, conceptions, and representation. Research in Science Education, 52(1), 79-98. https://doi.org/10.1007/s11165-020-09917-x
- Panganiban, B. B. (2019). The use of “laro ng lahi” in teaching grade 7 physics (Unpublished master’s thesis). Bicol University.
- Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68, 101592. https://doi.org/10.1016/j.lmot.2019.101592
- Puga, R. U. (2022). Game-based learning. A tool that enhances the collaborative work. Case study: Undergraduate students. European Conference on Games Based Learning, 16(1), pp. 570-577). http://dx.doi.org/10.34190/ecgbl.16.1.419
- Rahayu, W. A., & Widayanti, L. (2019). The application of game based learning to increase English communication skills on mathematics subject. In S.U. Sunaryuno, A. Tauqif, A.P. Wibawa (Eds.), ICLI 2018: Proceedings of the 2nd international conference on learning innovation: developing capability through learning innovation (pp. 367-376). SCITEPRESS – Science and Technology Publications, Lda. https://www.researchgate.net/profile/Yusuf-Hanafi/publication/337370276_QUR%27ANI_Assistive_Technology_Based_on_Android_to_Recite_Qur%27an_for_the_Hearing_Impaired_Children/links/5e07fb1992851c8364a2a3a5/QURANI-Assistive-Technology-Based-on-Android-to-Recite-Quran-for-the-Hearing-Impaired-Children.pdf
- Reinders, H., & Wattana, S. (2014). Can I say something? The effects of digital game play on willingness to communicate. Language Learning & Technology, 18(2), p.101-123. https://hdl.handle.net/10652/2962
- Rocchi, M. A., Zelaya, W., & Sweet, S. N. (2018). Peer mentorship for adults with spinal cord injury: a static group comparison between mentees and non-mentees’ reported coping strategies. Spinal Cord, 56(11), 1102-1109. https://doi.org/10.1038/s41393-018-0197-5
- Romero, M., Usart, M., & Ott, M. (2015). Can serious games contribute to developing and sustaining 21st century skills? Games and Culture, 10(2), 148-177. https://doi.org/10.1177/1555412014548919
- Sanchal, A., & Sharma, S. (2017). Students’ attitudes towards learning mathematics: Impact of teaching in a sporting context. Teacher’s Curriculum, 17(1). https://doi.org/10.15663/tandc.v17i1.151
- Sanchez, J. M. P. (2022). Development of science research culture in basic education: A theory generation. Recoletos Multidisciplinary Research Journal, 10(1), 131-140. https://doi.org/10.32871/rmrj2210.01.10
- Selvi, M., & Cosan, A., (2018). The effect of using educational games in teaching kingdoms of living things. Universal Journal of Educational Research, 6(9), 2019-2028. https://doi.org/10.13189/ujer.2018.060921
- Sohrabi, T. (2021). Power of play: How playing affects cooperation skills. Brock Education Journal, 31(1). https://doi.org/10.26522/BROCKED.V31I1.889
- Toh, W., & Kirschner, D. (2023). Developing social-emotional concepts for learning with video games. Computers & Education, 194, 104708. https://doi.org/10.1016/j.compedu.2022.104708
- Udeozor, C., Chan, P., Russo Abegão, F., & Glassey, J. (2023). Game-based assessment framework for virtual reality, augmented reality and digital game-based learning. International Journal of Educational Technology in Higher Education, 20(36), 1-22. https://doi.org/10.1186/s41239-023-00405-6
- Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), 1-33. https://doi.org/10.1186/s41239-017-0062-1
- White, K., & McCoy, L. P. (2019). Effects of game-based learning on attitude and achievement in elementary mathematics. Networks: An Online Journal for Teacher Research, 21(1), 1-17. https://doi.org/10.4148/2470-6353.1259
- Wiederhold, B. K. (2021). Kids will find a way: The benefits of social video games. Cyberpsychology, Behavior, and Social Networking, 24(4), 213-214. https://doi.org/10.1089/cyber.2021.29211.editorial
- Yadav, A. K., & Oyelere, S. S. (2021). Contextualized mobile game-based learning application for computing education. Education and Information Technologies, 26, 2539-2562. https://doi.org/10.1007/s10639-020-10373-3
- Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons. The Internet and Higher Education, 33, 86-92. https://doi.org/10.1016/j.iheduc.2017.02.002
- Zhong, Q. (2019). Design of game-based collaborative learning model. Open Journal of Social Sciences, 7, 488-496. https://doi.org/10.4236/jss.2019.77039