Gamification in Genetics: Effects of Gamified Instructional Materials on the STEM Students' Intrinsic Motivation
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| Title: | Gamification in Genetics: Effects of Gamified Instructional Materials on the STEM Students' Intrinsic Motivation |
|---|---|
| Language: | English |
| Authors: | Funa, A. A., Gabay, R. A. E., Ricafort, J. D. |
| Source: | Online Submission. 2021 10(4). |
| Peer Reviewed: | N |
| Page Count: | 12 |
| Publication Date: | 2021 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | High Schools Secondary Education Grade 12 |
| Descriptors: | Game Based Learning, Science Instruction, Teaching Methods, Genetics, STEM Education, High School Students, Grade 12, Foreign Countries, Competition |
| Geographic Terms: | Philippines |
| Abstract: | Gamification in education offers an innovative way of learning. However, some studies claim that, while it helps raise students' motivation, the kind of motivation is extrinsic and, so, intrinsic motivation declines with time. The researchers used the descriptive research design to describe the STEM students' intrinsic motivation along with the utilization of game elements in teaching genetics through a learning management system. The researchers collected quantitative data using the Intrinsic Motivation Inventory, which were analyzed through descriptive statistics and complemented with qualitative data from the students' journals and interviews. Overall, the students agreed (M = 5.38, SD = 1.20) that gamification, despite being characterized as extrinsically motivating, had intrinsically motivated them. Its proper implementation helps students adapt to and overcome unfavorable behaviors towards competitiveness and emphasizes the role of teachers in facilitating learning. Time constraints, peer pressure, and distractions were noted; hence, more research is needed to address these challenges and determine the long-term effects of gamification. |
| Abstractor: | As Provided |
| Entry Date: | 2022 |
| Accession Number: | ED618262 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=ED618262 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: ED618262 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Gamification in Genetics: Effects of Gamified Instructional Materials on the STEM Students' Intrinsic Motivation – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Funa%2C+A%2E+A%2E%22">Funa, A. A.</searchLink><br /><searchLink fieldCode="AR" term="%22Gabay%2C+R%2E+A%2E+E%2E%22">Gabay, R. A. E.</searchLink><br /><searchLink fieldCode="AR" term="%22Ricafort%2C+J%2E+D%2E%22">Ricafort, J. D.</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Online+Submission%22"><i>Online Submission</i></searchLink>. 2021 10(4). – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: N – Name: Pages Label: Page Count Group: Src Data: 12 – Name: DatePubCY Label: Publication Date Group: Date Data: 2021 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22High+Schools%22">High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink><br /><searchLink fieldCode="EL" term="%22Grade+12%22">Grade 12</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Science+Instruction%22">Science Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Genetics%22">Genetics</searchLink><br /><searchLink fieldCode="DE" term="%22STEM+Education%22">STEM Education</searchLink><br /><searchLink fieldCode="DE" term="%22High+School+Students%22">High School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Grade+12%22">Grade 12</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Competition%22">Competition</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Philippines%22">Philippines</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: Gamification in education offers an innovative way of learning. However, some studies claim that, while it helps raise students' motivation, the kind of motivation is extrinsic and, so, intrinsic motivation declines with time. The researchers used the descriptive research design to describe the STEM students' intrinsic motivation along with the utilization of game elements in teaching genetics through a learning management system. The researchers collected quantitative data using the Intrinsic Motivation Inventory, which were analyzed through descriptive statistics and complemented with qualitative data from the students' journals and interviews. Overall, the students agreed (M = 5.38, SD = 1.20) that gamification, despite being characterized as extrinsically motivating, had intrinsically motivated them. Its proper implementation helps students adapt to and overcome unfavorable behaviors towards competitiveness and emphasizes the role of teachers in facilitating learning. Time constraints, peer pressure, and distractions were noted; hence, more research is needed to address these challenges and determine the long-term effects of gamification. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2022 – Name: AN Label: Accession Number Group: ID Data: ED618262 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=ED618262 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 12 Subjects: – SubjectFull: Game Based Learning Type: general – SubjectFull: Science Instruction Type: general – SubjectFull: Teaching Methods Type: general – SubjectFull: Genetics Type: general – SubjectFull: STEM Education Type: general – SubjectFull: High School Students Type: general – SubjectFull: Grade 12 Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Competition Type: general – SubjectFull: Philippines Type: general Titles: – TitleFull: Gamification in Genetics: Effects of Gamified Instructional Materials on the STEM Students' Intrinsic Motivation Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Funa, A. A. – PersonEntity: Name: NameFull: Gabay, R. A. E. – PersonEntity: Name: NameFull: Ricafort, J. D. IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2021 Numbering: – Type: volume Value: 10 – Type: issue Value: 4 Titles: – TitleFull: Online Submission Type: main |
| ResultId | 1 |