{"title":"The Effect of Scenario-Epistemic Game on Higher Order Thinking Skills among High School Chemistry Students in Malaysia","authors":"Kho Pui Wun, Jamalludin Harun","doi":"10.1109/LaTiCE.2017.10","DOIUrl":null,"url":null,"abstract":"This paper described the effort to raise students’ higher order thinking skills (HOTs) in chemistry learning by using game-based learning. The study attempted to use scenarioepistemic game (SE game) in socio-collaborative learning environment to improve HOTs among high school chemistry students in Malaysia. The SE game was a knowledge game that centred on professional practices relevant to critical thinking in a real world scenario. Furthermore, the paper provided a brief design of SE game according to its framework which was a combination of SKIVE elements and Ruth Clark’s scenariobased model. Meanwhile, socio-collaborative learning environment was used to engender greater knowledge acquisition and HOTs. There were 23 chemistry students who participated in this study for a period of six-weeks. They were required to play the SE game and solve four learning tasks in socio-collaborative learning environment. The instruments used to identify students’ HOTs achievement were socio-collaborative discussion scripts, pre-test and post-test. The socio-collaborative discussion scripts were used to evaluate respondents’ prompts and responses, which represented their thinking level. They contributed 61.4% of their discussion statements in the lower level of responses (Remember and Understand) and constructed 38.6% of HOTs statements during collaboration process. Furthermore, the findings in pre-test and post-test showed that there was 21.7% improvement in Apply level, 78.3% improvement in Analysis level, 43.5% improvement in Evaluate level and 65.2% in Create level. All in all, this study provided as a new contribution to learning approach in education domain where the SE game in socio-collaborative learning environment had a significant impact on HOTs in chemistry.","PeriodicalId":354294,"journal":{"name":"2017 International Conference on Learning and Teaching in Computing and Engineering (LaTICE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 International Conference on Learning and Teaching in Computing and Engineering (LaTICE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/LaTiCE.2017.10","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Abstract
This paper described the effort to raise students’ higher order thinking skills (HOTs) in chemistry learning by using game-based learning. The study attempted to use scenarioepistemic game (SE game) in socio-collaborative learning environment to improve HOTs among high school chemistry students in Malaysia. The SE game was a knowledge game that centred on professional practices relevant to critical thinking in a real world scenario. Furthermore, the paper provided a brief design of SE game according to its framework which was a combination of SKIVE elements and Ruth Clark’s scenariobased model. Meanwhile, socio-collaborative learning environment was used to engender greater knowledge acquisition and HOTs. There were 23 chemistry students who participated in this study for a period of six-weeks. They were required to play the SE game and solve four learning tasks in socio-collaborative learning environment. The instruments used to identify students’ HOTs achievement were socio-collaborative discussion scripts, pre-test and post-test. The socio-collaborative discussion scripts were used to evaluate respondents’ prompts and responses, which represented their thinking level. They contributed 61.4% of their discussion statements in the lower level of responses (Remember and Understand) and constructed 38.6% of HOTs statements during collaboration process. Furthermore, the findings in pre-test and post-test showed that there was 21.7% improvement in Apply level, 78.3% improvement in Analysis level, 43.5% improvement in Evaluate level and 65.2% in Create level. All in all, this study provided as a new contribution to learning approach in education domain where the SE game in socio-collaborative learning environment had a significant impact on HOTs in chemistry.