From Chance to Strategy: Advancing Educational Games about Vertebrates for Elementary Students

Αποθηκεύτηκε σε:
Λεπτομέρειες βιβλιογραφικής εγγραφής
Εκδόθηκε σε:European Conference on Games Based Learning vol. 1 (Oct 2025), p. 515-525
Κύριος συγγραφέας: Kruea-In, Nantarat
Άλλοι συγγραφείς: Nugultham, Kulthida, Taewattana, Thanarat, Wiboonsin, Kittiphan
Έκδοση:
Academic Conferences International Limited
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245 1 |a From Chance to Strategy: Advancing Educational Games about Vertebrates for Elementary Students 
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520 3 |a This study presents the development and improvement of an educational game aimed at enhancing elementary students' understanding of vertebrate classification. The original version used a dichotomous key to help classify five groups of vertebrates: fish, amphibians, reptiles, birds, and mammals. Initial implementation showed promising results, with average post-test scores exceeding 80% and high student satisfaction. However, limitations were found, such as excessive reliance on chance through dice-rolling, limited strategic options, and lengthy gameplay that reduced engagement, especially in the later stages. In response to these limitations, the game was redesigned to encourage visual observation, reasoning, and strategic decision-making. Players must now analyze animal traits, justify their choices, and select cards that match the game's objectives. The development process involved collaboration with experts including university lecturers, science teachers, game designers, and students aged 10-13. Data were collected through classroom observation and informal interviews and used to refine the game across multiple iterations. The revised game promoted higher student engagement, critical thinking, and strategy through trial and error. Mistakes made during gameplay helped students remember animal traits more accurately and improve in later rounds. While the game supported advanced thinking skills, some areas still needed improvement. Experts suggested simplifying the scoring system, improving the clarity of animal images, and enhancing the game's replayability. Some experts recommended immediate revision, while others believed students would adapt through repeated play and become more familiar with the game. 
653 |a Teaching methods 
653 |a Strategy 
653 |a Games 
653 |a Visual observation 
653 |a Classroom observation 
653 |a Education 
653 |a Student participation 
653 |a Decision making 
653 |a Classification 
653 |a Design 
653 |a Reptiles & amphibians 
653 |a Vertebrates 
653 |a Biology 
653 |a Critical thinking 
653 |a Designers 
653 |a Mechanics 
653 |a Animal cognition 
653 |a Teachers 
653 |a Learning 
653 |a Students 
653 |a Colleges & universities 
700 1 |a Nugultham, Kulthida 
700 1 |a Taewattana, Thanarat 
700 1 |a Wiboonsin, Kittiphan 
773 0 |t European Conference on Games Based Learning  |g vol. 1 (Oct 2025), p. 515-525 
786 0 |d ProQuest  |t Advanced Technologies & Aerospace Database 
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