Topic Review Peer Reviewed
Gaming for the Education of Biology in High Schools
Game-based learning refers to an educational approach where games (digital or analogue) are used in order to engage students in interactive and immersive experiences designed to teach specific concepts, skills or subjects. Gamification refers to the application of game design elements, such as point systems, rewards, narratives, and competition, to non-game contexts. Game elements, mechanics and structures, when incorporated into the learning process, can enhance student understanding and increase engagement, motivation and retention of educational content. Teaching Biology can present challenges mainly due to the complexity of the subject matter, the different scales of biological organisation, and because it often includes challenging and counterintuitive concepts that may contradict students’ preconceived notions. Integrating gaming into the high school Biology curriculum not only tackles the challenges of teaching complex concepts but can also promote student engagement. Customising gaming experiences to Biology intricacies enhances critical thinking and creates a dynamic learning environment tailored to the demands of high school biological education. This entry explores the integration of gaming and gamification in high school Biology education to overcome challenges in sustaining student interest. Additionally, the article highlights the diverse applications of games in education, showcasing their versatility in enriching the educational process. Future research should evaluate specific games, explore design principles, and consider challenges associated with implementation. In conclusion, using games in Biology education promises to enhance engagement, promote active learning, and deepen understanding, contributing to narrowing the gap in biological literacy.
  • 774
  • 03 Apr 2024
Topic Review
Breakthrough Knowledge Synthesis in the Age of Google
Using today’s web-based interactive tools such as Google’s ubiquitous search engine and online databases, students, educators, practitioners, research scientists and inventors have an unprecedented opportunity to discover breakthrough knowledge by synthesizing current and prior knowledge available online
  • 49
  • 13 Mar 2024
Topic Review
Student and Instructor Ratings in Geographic Information Systems
Geographic information system (GIS) education empowers engineering students to make informed decisions, integrate comprehensive data, and communicate effectively through maps and visualizations. In GIS education, it is common to employ problem-based learning, which can benefit from the advantages of peer assessment methods.
  • 58
  • 29 Jan 2024
Topic Review
Enhance Students’ Learning and Engagement during Inquiry-Based Science
Much attention over the last two decades has been given to inquiry-based learning in science as a way of capturing students’ interest and participation in learning. However, while the research on inquiry-based learning consistently demonstrates that students do attain higher learning outcomes than peers who are taught by traditional transmission approaches, little research has been attached to researching the key elements of this approach that contribute to its success.
  • 105
  • 21 Dec 2023
Topic Review
Relationship between Academic Challenge Stress and Creativity
Creativity, a multidimensional construct, is commonly defined as the production of novel and useful ideas or solutions. The quality of graduate student cultivation, especially their level of creativity, largely determines the quantity and quality of innovative talents. Therefore, improvement of graduate student creativity is also considered as an important indicator for evaluating the quality of higher education. How to cultivate and stimulate graduate student creativity and thus enhance the innovation capacity and performance of universities has gradually become the focus of universities. However, creativity as an important feature of graduate student performance has received little academic attention.  Studies showed that challenge stress has a positive impact on an individual’s life, work, and personal growth. In addition, challenge stress is a positive stressor that enhances innovation performance.
  • 172
  • 26 Sep 2023
Topic Review
E-Learning in Pharmacy Courses
Online education seems to be suitable for pharmacy students, although diverse challenges should be addressed, such as the well-being of students or lack of standards. Pharmacy schools should regularly identify/define and implement measures to reinforce opportunities and strengths as well as to solve threats and weaknesses.
  • 272
  • 20 Jun 2023
Topic Review
Epistemic Discourses and Conceptual Coherence
Engaging students in epistemic and conceptual aspects of modeling practices is crucial for phenomena-based learning in science classrooms.
  • 385
  • 19 May 2023
Topic Review
Smartphone Usage in Science Education
The growing significance of digital learning in science education has brought about considerations about various mobile devices. In this respect, the use of smartphones has become a subject of attention in the field of educational research. The popular mini computers are handy, readily available and easy to use. They offer quick access to simulations, databases, and other tools of importance in science classrooms and can be used to improve aspects of science education.
  • 317
  • 04 May 2023
Topic Review
Environmentalization and Waldorf Education: Dialogues and Practices
Owing to concerns regarding degradation and exploitation of nature, different Environmental Education initiatives have been developed over the years with and in the context of basic education, aiming to help confront the environmental crisis. Based on this scenario, this study aimed to understand the environmentalization process of a Brazilian Waldorf school in dialogue with Steiner principles, as well as an analysis of the concepts and practices linked to the socio-environmental issue.
  • 486
  • 03 Jan 2023
Topic Review
Factors That Affect Secondary School Mathematics Achievement in Indonesia
Students’ achievement is defined by the extent to which predetermined learning goals are obtained, and it is usually measured through test scores and ongoing assessments.
  • 466
  • 29 Dec 2022
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