Abstract
Gamified simulations, integrating gameplay into education, cater to younger learners’ digital preferences and align with Next Generation Science Standards. Current virtual modules focus on advanced high school classes, leaving a gap for middle school students. This study investigated the impact of substituting recitations in a 6th-grade ecology class with Feed the Dingo, a gamified module. Through quizzes evaluating academic performance and free-response surveys to gauge students’ attitudes, the module appeared to enhance intuitive understanding of core ecological concepts (e.g., ecosystems, food webs, biodiversity, etc.), resulting in commendable academic achievement and positive feedback. Such simulations serve as valuable supplements for K-12 lesson planning.
Original language | English (US) |
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Journal | Journal of Education |
DOIs | |
State | Accepted/In press - 2025 |
Keywords
- biodiversity
- ecology
- educational technology
- experiential learning
- game-based learning
- gamification
- K-12 STEM
- motivation
ASJC Scopus subject areas
- Education