Gamifying a General Chemistry Laboratory Course as a Strategy to Improve the Students’ Motivation

IF 2.9 3区 教育学 Q2 CHEMISTRY, MULTIDISCIPLINARY
José Nunes da Silva Júnior*, , , Maria do Socorro Caldas Teotônio, , , Maria Elenir Nobre Pinho Ribeiro, , , Jeanny da Silva Maciel, , , Alda Karine Medeiros Holanda, , , Francisca Gleyciara Cavalcante Pinheiro, , , Maria Clara de Oliveira Alexandre, , , David Salviano de Oliveira, , and , Antonio José Melo Leite Junior, 
{"title":"Gamifying a General Chemistry Laboratory Course as a Strategy to Improve the Students’ Motivation","authors":"José Nunes da Silva Júnior*,&nbsp;, ,&nbsp;Maria do Socorro Caldas Teotônio,&nbsp;, ,&nbsp;Maria Elenir Nobre Pinho Ribeiro,&nbsp;, ,&nbsp;Jeanny da Silva Maciel,&nbsp;, ,&nbsp;Alda Karine Medeiros Holanda,&nbsp;, ,&nbsp;Francisca Gleyciara Cavalcante Pinheiro,&nbsp;, ,&nbsp;Maria Clara de Oliveira Alexandre,&nbsp;, ,&nbsp;David Salviano de Oliveira,&nbsp;, and ,&nbsp;Antonio José Melo Leite Junior,&nbsp;","doi":"10.1021/acs.jchemed.5c00845","DOIUrl":null,"url":null,"abstract":"<p >This article describes the design, implementation, and evaluation of the gamification of laboratory activities in a General Chemistry course at the Federal University of Ceará in Brazil. In the gamified laboratory, seven experiments traditionally performed in the course were transformed into ten missions, incorporating game elements such as experience points (XP), virtual coins, and physical rewards to increase student engagement. Gamification was implemented in five classes─two from the Food Engineering program and three from the Pharmacy program─totaling 91 students. Participants evaluated it positively as an alternative to traditional teaching methodologies, in which students merely reproduce procedures in a laboratory. The results indicate that, when properly implemented with educational technologies and clearly defined pedagogical objectives, gamification can be a transformative tool for experimental teaching. It promotes active and collaborative learning while offering a replicable model that supports autonomy, competence, and social interaction in the learning process.</p>","PeriodicalId":43,"journal":{"name":"Journal of Chemical Education","volume":"102 10","pages":"4508–4518"},"PeriodicalIF":2.9000,"publicationDate":"2025-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://pubs.acs.org/doi/pdf/10.1021/acs.jchemed.5c00845","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Chemical Education","FirstCategoryId":"92","ListUrlMain":"https://pubs.acs.org/doi/10.1021/acs.jchemed.5c00845","RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"CHEMISTRY, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 0

Abstract

This article describes the design, implementation, and evaluation of the gamification of laboratory activities in a General Chemistry course at the Federal University of Ceará in Brazil. In the gamified laboratory, seven experiments traditionally performed in the course were transformed into ten missions, incorporating game elements such as experience points (XP), virtual coins, and physical rewards to increase student engagement. Gamification was implemented in five classes─two from the Food Engineering program and three from the Pharmacy program─totaling 91 students. Participants evaluated it positively as an alternative to traditional teaching methodologies, in which students merely reproduce procedures in a laboratory. The results indicate that, when properly implemented with educational technologies and clearly defined pedagogical objectives, gamification can be a transformative tool for experimental teaching. It promotes active and collaborative learning while offering a replicable model that supports autonomy, competence, and social interaction in the learning process.

普通化学实验课程游戏化:提高学生学习动机的策略
本文描述了巴西塞埃尔联邦大学普通化学课程中实验室活动游戏化的设计、实现和评估。在这个游戏化的实验室里,传统上在课程中进行的七个实验被转化为十个任务,结合了游戏元素,如经验值(XP)、虚拟货币和物理奖励,以提高学生的参与度。游戏化在五个班级实施,其中两个来自食品工程专业,三个来自药学专业,共有91名学生。参与者积极评价它作为传统教学方法的替代方案,在传统教学方法中,学生只是在实验室中复制程序。结果表明,当适当实施教育技术和明确定义的教学目标时,游戏化可以成为实验教学的变革性工具。它促进了主动和协作学习,同时提供了一个可复制的模型,支持学习过程中的自主性、能力和社会互动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Journal of Chemical Education
Journal of Chemical Education 化学-化学综合
CiteScore
5.60
自引率
50.00%
发文量
465
审稿时长
6.5 months
期刊介绍: The Journal of Chemical Education is the official journal of the Division of Chemical Education of the American Chemical Society, co-published with the American Chemical Society Publications Division. Launched in 1924, the Journal of Chemical Education is the world’s premier chemical education journal. The Journal publishes peer-reviewed articles and related information as a resource to those in the field of chemical education and to those institutions that serve them. JCE typically addresses chemical content, activities, laboratory experiments, instructional methods, and pedagogies. The Journal serves as a means of communication among people across the world who are interested in the teaching and learning of chemistry. This includes instructors of chemistry from middle school through graduate school, professional staff who support these teaching activities, as well as some scientists in commerce, industry, and government.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信