A smartphone game to promote self-learning in chemistry

© 2019 16th International Conference on Cognition and Exploratory Learning in Digital Age, CELDA 2019. All rights reserved. In Thailand, for most students in high school, remembering the periodic table is an important part of learning chemistry and to pass a university entrance examination in their...

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Main Authors: Krittiya Saksrisathaporn, Patcharaphon Sribunthankul
Format: Conference Proceeding
Published: 2020
Subjects:
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http://cmuir.cmu.ac.th/jspui/handle/6653943832/67748
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Institution: Chiang Mai University
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spelling th-cmuir.6653943832-677482020-04-02T15:20:26Z A smartphone game to promote self-learning in chemistry Krittiya Saksrisathaporn Patcharaphon Sribunthankul Computer Science Social Sciences © 2019 16th International Conference on Cognition and Exploratory Learning in Digital Age, CELDA 2019. All rights reserved. In Thailand, for most students in high school, remembering the periodic table is an important part of learning chemistry and to pass a university entrance examination in their scientific program. As many students live in the bigger city areas in Thailand, most of them encounter the same problems such as limitations on lesson time, and their involvement in a wide range of high school and extra-curricular activities which reduces the student's study time. Self-learning is one method that has been proven to be effective, convenient, and fast. Presently, there are few effective resources for students to enjoy self-learning. Game-based learning is one of the approaches that has been suggested, but most of them are too difficult to learn how to play, not attractive and not challenging. In this study, a smartphone-based learning game was designed and developed with better level design, including color emotional theory, and quality graphic design to provide a better user experience. The game consists of three stages, and at each stage, a mini-puzzle game is presented which plays a different style with different goals to be achieved. The first stage of the game is to remember the names and symbols of elements. The second stage is to remember the group and period, while the third stage allows students to apply elements to form chemical compounds. The results from an evaluation showed that 96% of 102 students, enjoyed playing the game, 87% said the game was challenging, and 94% remembered at least 3 elements more than before playing. The satisfaction questionnaire demonstrated the benefits of the game-based learning system on self-learning in chemistry. 2020-04-02T15:02:42Z 2020-04-02T15:02:42Z 2019-01-01 Conference Proceeding 2-s2.0-85078979201 https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85078979201&origin=inward http://cmuir.cmu.ac.th/jspui/handle/6653943832/67748
institution Chiang Mai University
building Chiang Mai University Library
country Thailand
collection CMU Intellectual Repository
topic Computer Science
Social Sciences
spellingShingle Computer Science
Social Sciences
Krittiya Saksrisathaporn
Patcharaphon Sribunthankul
A smartphone game to promote self-learning in chemistry
description © 2019 16th International Conference on Cognition and Exploratory Learning in Digital Age, CELDA 2019. All rights reserved. In Thailand, for most students in high school, remembering the periodic table is an important part of learning chemistry and to pass a university entrance examination in their scientific program. As many students live in the bigger city areas in Thailand, most of them encounter the same problems such as limitations on lesson time, and their involvement in a wide range of high school and extra-curricular activities which reduces the student's study time. Self-learning is one method that has been proven to be effective, convenient, and fast. Presently, there are few effective resources for students to enjoy self-learning. Game-based learning is one of the approaches that has been suggested, but most of them are too difficult to learn how to play, not attractive and not challenging. In this study, a smartphone-based learning game was designed and developed with better level design, including color emotional theory, and quality graphic design to provide a better user experience. The game consists of three stages, and at each stage, a mini-puzzle game is presented which plays a different style with different goals to be achieved. The first stage of the game is to remember the names and symbols of elements. The second stage is to remember the group and period, while the third stage allows students to apply elements to form chemical compounds. The results from an evaluation showed that 96% of 102 students, enjoyed playing the game, 87% said the game was challenging, and 94% remembered at least 3 elements more than before playing. The satisfaction questionnaire demonstrated the benefits of the game-based learning system on self-learning in chemistry.
format Conference Proceeding
author Krittiya Saksrisathaporn
Patcharaphon Sribunthankul
author_facet Krittiya Saksrisathaporn
Patcharaphon Sribunthankul
author_sort Krittiya Saksrisathaporn
title A smartphone game to promote self-learning in chemistry
title_short A smartphone game to promote self-learning in chemistry
title_full A smartphone game to promote self-learning in chemistry
title_fullStr A smartphone game to promote self-learning in chemistry
title_full_unstemmed A smartphone game to promote self-learning in chemistry
title_sort smartphone game to promote self-learning in chemistry
publishDate 2020
url https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85078979201&origin=inward
http://cmuir.cmu.ac.th/jspui/handle/6653943832/67748
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