Quasi-experimental study demonstrates improved genetics curriculum knowledge in undergraduates, highlighting the educational value of an active learning approach.
The use of game concepts for non-gaming purposes, or gamification, have been used in education as an innovative way to promote teaching and learning. The use of gamification has been suggested as an option in the teaching of biotechnology for undergraduates, as the topic is difficult to grasp due to the extensive terminology and conceptual ideas included. This study explored the effects of gamification of biotechnology curricula on students' learning experience. This quasi-experimental study examined student learning of basic biological principles and how a game-based approach could support student learning. A total of 130 students were introduced to the new learning module, with students demonstrating an improvement on proximal assessment of genetic curriculum knowledge; 63.8% of students attained a high distinction or distinction grade compared to 36.1% pre-implementation. The competitive nature of game play also encouraged students to take advantage of opportunities for peer learning and teaching. This study provides further evidence of the importance of using an active learning approach to improve and enhance student learning.
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Hue et al. (2024) studied this question.
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