The Race to Nuclear Supremacy: Classroom Games as Motivation for Student Learning

ELSA CATALINA OLIVAS CASTELLANOS, None Abraham Ramsés Velázquez Kraff1, None David Alejandro Duarte Moroyoqui3
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Abstract

The use of games in education is applied in classroom settings from all academic levels. More importantly, games can motivate student learning in courses that depend heavily on evaluation and comprehension. The number of digital games available to enhance learning outcomes while motivating student-learning are overwhelming. Nonetheless, access to such content can be costly and limited to academic institutions that lack funds and technology. In this paper, we analyzed how a set of magnetic spheres paired with games motivated student learning in courses across 2 multicultural classrooms (Physics and Social Studies). By designing a session about the atomic bomb in a history course, professors from both History and Physics used a set of small magnetic spheres and Albert Einstein’s equation E=mc2 to complement student learning in a history classroom to comprehend a topic, by using components of the magnetic spheres as an analogy of the nucleus of an atom, where the magnetic force between spheres represents the weak nuclear force. We explained the nuclear fission phenomenon and the history behind this discovery in a more hands-on approach. With this analogy, a game was designed, in which students after having taken a lecture on the history of nuclear fission and an overall explanation of Albert Einstein’s formula, simulated building the atomic nuclei of radioactive elements by adding a pair of neutrons to quantify the energy released when separated as individual particles. After completing the game-based activity, we conducted a series of surveys among students to 1) analyze students’ perception of the learning process during multidisciplinary classes with classroom games and 2) identify attitudes towards subject comprehension through classroom games. The experiment was carried out in sessions of 50 minutes per group. The participants of the case study were students from a private education institution in the northwestern region of Mexico (State of Sonora). We examined how these game-based activities were perceived by the students regarding their motivation to learn. In order to enhance the motivation for student learning, multidisciplinary collaboration should be included in the design process of the curriculum the school offers to its students.
核霸权竞赛:课堂游戏作为学生学习的动机
游戏在教育中的应用适用于所有学术水平的课堂设置。更重要的是,游戏可以激励学生在高度依赖评估和理解的课程中学习。可用于提高学习效果和激励学生学习的数字游戏数量惊人。然而,获取这些内容的成本可能很高,而且仅限于缺乏资金和技术的学术机构。在本文中,我们分析了一组与游戏相结合的磁球是如何在两个多元文化教室(物理和社会研究)中激励学生学习的。通过在历史课上设计一个关于原子弹的课程,历史和物理的教授们使用了一组小的磁性球体和爱因斯坦的方程E=mc2来补充学生在历史课堂上的学习,以理解一个主题,通过将磁性球体的组成部分类比为原子核,其中球体之间的磁力代表弱核力。我们以更实际的方式解释了核裂变现象和这一发现背后的历史。以此类推,我们设计了一个游戏,让学生们在听完核裂变历史的讲座和对爱因斯坦公式的全面解释后,通过添加一对中子来模拟放射性元素的原子核构建,以量化分离为单个粒子时释放的能量。在完成以游戏为基础的活动后,我们对学生进行了一系列的调查,1)分析学生对多学科课堂游戏学习过程的感知,2)通过课堂游戏了解学生对学科理解的态度。实验以每组50分钟的时间进行。案例研究的参与者是来自墨西哥西北地区(索诺拉州)一所私立教育机构的学生。我们研究了学生如何看待这些基于游戏的活动,以及他们的学习动机。为了提高学生的学习动机,多学科合作应该包括在学校提供给学生的课程设计过程中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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