{"title":"量子:大学生定量分析的游戏化实验室实验","authors":"Nicholette Stewart, and , Molly B. Atkinson*, ","doi":"10.1021/acs.jchemed.4c0107410.1021/acs.jchemed.4c01074","DOIUrl":null,"url":null,"abstract":"<p >Undergraduate students enrolled in the Quantitative Analysis laboratory course are often plagued with titration boredom (fatigue due to the repetition of titration-based experiments throughout the semester), often leading students to prioritize finishing quickly over learning essential skills. This has been previously shown to decrease motivation and engagement, which has been linked to decreased long-term retention of content knowledge and skills. One potential solution is the implementation of gamified experiments. We developed and implemented a novel gamified titration experiment to be used in the undergraduate Quantitative Analysis laboratory. This novel game, Quantimon, is a card game that allows students to work in teams with the goal of earning the highest proficiency in order to build their own character chemist. Students complete the laboratory experiment and answer questions following each task to earn proficiency cards. After each team has built their character chemist, they battle in gamified laboratory-based scenarios, where teams draw trivia cards that either give or take damage depending on correctness. Student motivation and details on experience during the gamified titration laboratory experiment were assessed using a developed survey. Details of the novel game have been described, with data indicating an increase in student motivation when completing the gamified laboratory experiment.</p>","PeriodicalId":43,"journal":{"name":"Journal of Chemical Education","volume":"102 4","pages":"1611–1618 1611–1618"},"PeriodicalIF":2.5000,"publicationDate":"2025-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Quantimon: A Gamified Laboratory Experiment for Undergraduate Quantitative Analysis\",\"authors\":\"Nicholette Stewart, and , Molly B. Atkinson*, \",\"doi\":\"10.1021/acs.jchemed.4c0107410.1021/acs.jchemed.4c01074\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p >Undergraduate students enrolled in the Quantitative Analysis laboratory course are often plagued with titration boredom (fatigue due to the repetition of titration-based experiments throughout the semester), often leading students to prioritize finishing quickly over learning essential skills. This has been previously shown to decrease motivation and engagement, which has been linked to decreased long-term retention of content knowledge and skills. One potential solution is the implementation of gamified experiments. We developed and implemented a novel gamified titration experiment to be used in the undergraduate Quantitative Analysis laboratory. This novel game, Quantimon, is a card game that allows students to work in teams with the goal of earning the highest proficiency in order to build their own character chemist. Students complete the laboratory experiment and answer questions following each task to earn proficiency cards. After each team has built their character chemist, they battle in gamified laboratory-based scenarios, where teams draw trivia cards that either give or take damage depending on correctness. Student motivation and details on experience during the gamified titration laboratory experiment were assessed using a developed survey. Details of the novel game have been described, with data indicating an increase in student motivation when completing the gamified laboratory experiment.</p>\",\"PeriodicalId\":43,\"journal\":{\"name\":\"Journal of Chemical Education\",\"volume\":\"102 4\",\"pages\":\"1611–1618 1611–1618\"},\"PeriodicalIF\":2.5000,\"publicationDate\":\"2025-03-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"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.4c01074\",\"RegionNum\":3,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"CHEMISTRY, MULTIDISCIPLINARY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Chemical Education","FirstCategoryId":"92","ListUrlMain":"https://pubs.acs.org/doi/10.1021/acs.jchemed.4c01074","RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"CHEMISTRY, MULTIDISCIPLINARY","Score":null,"Total":0}
Quantimon: A Gamified Laboratory Experiment for Undergraduate Quantitative Analysis
Undergraduate students enrolled in the Quantitative Analysis laboratory course are often plagued with titration boredom (fatigue due to the repetition of titration-based experiments throughout the semester), often leading students to prioritize finishing quickly over learning essential skills. This has been previously shown to decrease motivation and engagement, which has been linked to decreased long-term retention of content knowledge and skills. One potential solution is the implementation of gamified experiments. We developed and implemented a novel gamified titration experiment to be used in the undergraduate Quantitative Analysis laboratory. This novel game, Quantimon, is a card game that allows students to work in teams with the goal of earning the highest proficiency in order to build their own character chemist. Students complete the laboratory experiment and answer questions following each task to earn proficiency cards. After each team has built their character chemist, they battle in gamified laboratory-based scenarios, where teams draw trivia cards that either give or take damage depending on correctness. Student motivation and details on experience during the gamified titration laboratory experiment were assessed using a developed survey. Details of the novel game have been described, with data indicating an increase in student motivation when completing the gamified laboratory experiment.
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.