Abstract
Many scientific concepts and theorems are often abstract and challenging to relate to real-life problems, making it difficult for students to grasp them. Therefore, some researchers have attempted to enhance students’ understanding by employing a contextual learning approach, which allows students to apply scientific knowledge to real situations in their daily lives. The aim is to improve students’ learning experiences by moving away from rote memorization. However, if a contextual gaming approach is offered without encouraging deep reflection, students may focus solely on the game itself and overlook the importance of fully understanding the knowledge and contemplating the meaningful relationships between scientific concepts. To address this issue, for this study we developed a Concept Mapping-based Digital Game-Based Learning for Complex Chemistry Problems (short for CM-DGBL-CCP) learning system to assist students in understanding complex chemistry problems. To verify the effects of the proposed approach, the experiment was conducted in a secondary school with two groups. The experimental group with 49 students adopted the CM-DGBL-CCP learning model, while the control group with 56 students utilized the traditional digital game-based learning for complex chemistry problems (T-DGBL-CCP) learning model. The experimental results revealed that there were no significant differences between the two groups of students in terms of learning achievement and cognitive load. However, the experimental group students outperformed the control group in areas such as problem-solving tendency, scientific self-efficacy, scientific learning strategies, and the ability to use deep-level strategies to solve problems.
Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.Data availability
The data and materials are available upon request to the corresponding author.
Code availability
Not applicable.
References
Abd El-Hay, S. A., Mezayen, E., S. E., & Ahmed, R. E. (2018). Effect of concept mapping on problem solving skills, competence in clinical setting and knowledge among undergraduate nursing students. Journal of Nursing Education and Practice, 8(8), 34–46.
Acquah, E. O., & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review. Computers & Education, 143, 103667.
Bakeman, R., & Gottman, J. M. (1997). Observing interaction: An introduction to sequential analysis (2nd ed.). Cambridge University Press.
Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70, 65–79.
Bilik, Ö., Kankaya, E. A., & Deveci, Z. (2020). Effects of web-based concept mapping education on students’ concept mapping and critical thinking skills: A double blind, randomized, controlled study. Nurse Education Today, 86, 104312.
Brezovszky, B., McMullen, J., Veermans, K., Hannula-Sormunen, M. M., Rodríguez-Aflecht, G., Pongsakdi, N., Laakkonen, E., & Lehtinen, E. (2018). Effects of a mathematics game-based learning environment on primary school students’ adaptive number knowledge. Computers & Education, 128, 63–74.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32–42.
Chang, C. C., Hwang, G. J., & Tu, Y. F. (2022). Roles, applications, and trends of concept map-supported learning: A systematic review and bibliometric analysis of publications from 1992 to 2020 in selected educational technology journals. Interactive Learning Environments. https://doi.org/10.1080/10494820.2022.2027457.
Charsky, D., & Ressler, W. (2011). Games are made for fun: Lessons on the effects of concept maps in the classroom use of computer games. Computers & Education, 56(3), 604–615.
Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: Its hierarchical structure and impact on game-based science learning. Journal of Computer Assisted Learning, 31(3), 232–253.
Chu, H. C., Yang, K. H., & Chen, J. H. (2014). A time sequence-oriented concept map approach to developing educational computer games for history courses. Interactive Learning Environments, 23(2), 212–229.
Chu, H. C., Wang, C. C., & Wang, L. (2019). Impacts of concept map-based collaborative mobile gaming on English grammar learning performance and behaviors. Journal of Educational Technology & Society, 22(2), 86–100.
Clark, D. B., Nelson, B. C., Chang, H. Y., Martinez-Garza, M., Slack, K., & D’Angelo, C. M. (2011). Exploring newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States. Computers & Education, 57(3), 2178–2195.
Collins, A., Brown, J. S., & Newman, S. E. (1988). Cognitive apprenticeship: Teaching the craft of reading, writing, and mathematics. Thinking: The Journal of Philosophy for Children, 8(1), 2–10.
Connolly, T. M., Stansfield, M., & Hainey, T. (2007). An application of games-based learning within software engineering. British Journal of Educational Technology, 38(3), 416–428.
D’Souza, A. C. D., & Clare, A. C. (2018). Effect of situated learning model on critical problem solving skills among higher secondary pupils. i-manager’s Journal on School Educational Technology, 14(1), 27–34.
Fu, Q. K., Lin, C. J., Hwang, G. J., & Zhang, L. (2019). Impacts of a mind mapping-based contextual gaming approach on EFL students’ writing performance, learning perceptions and generative uses in an English course. Computers& Education, 137, 59–77.
Hodges, G. W., Wang, L., Lee, J., Cohen, A., & Jang, Y. (2018). An exploratory study of blending the virtual world and the laboratory experience in secondary chemistry classrooms. Computers & Education, 122, 179–193.
Hwang, G. J., & Wang, S. Y. (2016). Single loop or double loop learning: English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies. Computers & Education, 102, 188–201.
Hwang, G. J., Yang, L. H., & Wang, S. Y. (2013). A concept map-embedded educational computer game for improving students’ learning performance in natural science courses. Computers & Education, 69, 121–130.
Hwang, G. J., Lee, H. Y., & Chen, C. H. (2019). Lessons learned from integrating concept mapping and gaming approaches into learning scenarios using mobile devices: Analysis of an activity for a geology course. International Journal of Mobile Learning and Organisation, 13(3), 286–308.
Janakiraman, S., Watson, S. L., Watson, W. R., & Newby, T. (2021). Effectiveness of digital games in producing environmentally friendly attitudes and behaviors: A mixed methods study. Computers & Education, 160, 104043.
Kao, G. Y. M., Chiang, C. H., & Sun, C. T. (2017). Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity. Computers & Education, 113, 294–312.
Ke, F. (2008). Computer games application within alternative classroom goal structures: Cognitive, metacognitive, and affective evaluation. Educational Technology Research & Development, 56(5), 539–556.
Krath, J., Schürmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963.
Lai, C. L., & Hwang, G. J. (2014). Effects of mobile learning time on students’ conception of collaboration, communication, complex problem-solving, meta-cognitive awareness and creativity. International Journal of Mobile Learning and Organisation, 8(3), 276–291.
Lee, J., & Choi, H. (2017). What affects learner’s higher-order thinking in technology-enhanced learning environments? The effects of learner factors. Computers & Education, 115, 143–152.
Lee, M. H., Johanson, R. E., & Tsai, C. C. (2008). Exploring Taiwanese high school students’ conceptions of and approaches to learning science through a structural equation modeling analysis. Science Education, 92(2), 191–220.
Novak, J. D. (2002). Meaningful learning: The essential factor for conceptual change in limited or appropriate propositional hierarchies (LIPHs) leading to empowerment of learners. Science Education, 86(4), 548–571.
Osborne, J., & Collins, J. (2001). Pupils’ views of the role and value of the science curriculum: A focus group study. International Journal of Science Education, 23(5), 441–467.
Pankratius, W. J. (1990). Building an organized knowledge base: Concept mapping and achievement in secondary school physics. Journal of Research in Science Teaching, 27(4), 315–333.
Pintrich, P. R., Smith, D. A. F., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the motivated strategies for learning questionnaire (MSLQ). MI: National Center for Research to Improve Postsecondary Teaching and Learning. (ERIC Document Reproduction Service No. ED 338122).
Quintana, C., Reiser, B. J., Davis, E. A., Krajcik, J., Fretz, E., Duncan, R. G., et al. (2004). A scaffolding design framework for software to support science inquiry. Journal of the Learning Sciences, 13(3), 337–386.
Roshangar, F., Azar, E. F., Sarbakhsh, P., & Azarmi, R. (2020). The effect of case-based learning with or without conceptual mapping method on critical thinking and academic self-efficacy of nursing students. Journal of Biochemical Technology, 11(1), 37–44.
Scherer, R., & Tiemann, R. (2012). Factors of problem-solving competency in a virtual chemistry environment: The role of metacognitive knowledge about strategies. Computers & Education, 59(4), 1199–1214.
Schroeder, N. L., Nesbit, J. C., Anguiano, C. J., & Adesope, O. O. (2018). Studying and constructing concept maps: A meta-analysis. Educational Psychology Review, 30, 431–455.
Shaw, R. S. (2010). A study of learning performance of e-learning materials design with knowledge maps. Computers & Education, 54(1), 253–264.
Sirhan, G. (2007). Learning difficulties in chemistry: An overview. Journal of Turkish Science Education, 4(2), 2–20.
Srisawasdi, N., & Panjaburee, P. (2019). Implementation of game-transformed inquiry-based learning to promote the understanding of and motivation to learn chemistry. Journal of Science Education and Technology, 28(2), 152–164.
Stenberdt, V. A., & Makransky, G. (2023). Mastery experiences in immersive virtual reality promote pro-environmental waste-sorting behavior. Computers & Education, 198, 104760.
Sung, H. Y., Hwang, G. J., Lin, C. J., & Hong, T. W. (2017). Experiencing the analects of confucius: An experiential game-based learning approach to promoting students’ motivation and conception of learning. Computers & Education, 110, 143–153.
Sweller, J., Van Merriënboer, J. J. G., & Paas, F. G. W. C. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10(3), 251–297.
Tay, J., Goh, Y. M., Safiena, S., & Bound, H. (2022). Designing digital game-based learning for professional upskilling: A systematic literature review. Computers & Education, 104518.
Tiemann, R., & Annaggar, A. (2020). A framework for the theory-driven design of digital learning environments (FDDLEs) using the example of problem-solving in chemistry education. Interactive Learning Environments. https://doi.org/10.1080/10494820.2020.1826981.
Wen, C. T., Chang, C. J., Chang, M. H., Chiang, S. H. F., Liu, C. C., Hwang, F. K., & Tsai, C. C. (2018). The learning analytics of model-based learning facilitated by a problem-solving simulation game. Instructional Science, 46(6), 847–867.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265.
Yang, Y. T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers & Education, 59(2), 365–377.
Zhao, L., Liu, X., Wang, C., & Su, Y. S. (2022). Effect of different mind mapping approaches on primary school students’ computational thinking skills during visual programming learning. Computers & Education, 181, 104445.
Funding
This study is supported in part by the National Science and Technology Council of Taiwan under contract numbers NSTC 112-2410-H-011-012-MY3 and NSTC 112-2410-H-167-002-MY2. The study is also supported by the “Empower Vocational Education Research Center” of National Taiwan University of Science and Technology (NTUST) from the Featured Areas Research Center Program within the framework of the Higher Education Sprout Project by the Ministry of Education (MOE) in Taiwan.
Author information
Authors and Affiliations
Contributions
All authors contributed to the study conception and design. Material preparation, data collection and analysis were performed by W.C. Project administration were performed by G.H. Methodology and supervision were performed G.H and L.H. The first draft of the manuscript was written by W.C and L.H. All authors commented on previous versions of the manuscript. All authors read and approved the final manuscript.
Corresponding author
Ethics declarations
Ethical approval
The ethical requirements for research in this selected university were followed.
Consent to participate
The participants all agreed to take part in this study.
Consent for publication
The publication of this study has been approved by all authors.
Competing interests
There is no potential conflict of interest in this study.
Additional information
Publisher’s note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.
About this article
Cite this article
Hwang, GJ., Chuang, WH. & Hsia, LH. Comprehending complex chemistry problems in a structured and enjoyable manner: A concept mapping-based contextual gaming approach. Educ Inf Technol 29, 18745–18767 (2024). https://doi.org/10.1007/s10639-024-12615-0
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10639-024-12615-0