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How to learn molecular biology and ecology with games

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 15

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Presenters

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Teacher
Prepa Anahuac Mexico campus Oxford
@letiwoyers
I'm an enthusiastic biologist and science teacher. For more than 15 years I have taught elementary and graduate students. In addition, I have kept studying. I have a masters degree in Environmental Science and PhD studies in Evolutionary Ecology.

Session description

I want to share how a gamification approach has improve the teaching-learning process in my Biology class. I’ve been working with my students in the preparation of games about molecular and evolutionary biology. As a result, they had created incredible games that simplify the complex of such challenging topics.

Purpose & objective

The goal of my presentation is to share with more teachers how gamification has helped me to work with my students difficult topics.
I will share a couple of games created by my students and explain how these games address challenging topics in biotechnology and evolutionary biology theory.

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Outline

Content and activities: Demostration of two games: "Octopus Evolution and their ecological interactions" and "Find the murderer".
Both games has been developed by my students to explain important biological principles related with molecular biology, evolution and the ecological impact of both.

Time: 15 min each game, total 30 min.

Process: Peer to peer interaction, explanation and playing games.

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Supporting research

https://eric.ed.gov/?id=EJ1283113

https://futuclass.com/blog/gamification-in-science-education/

https://www.mdpi.com/2227-7102/11/1/22

Çimer, A.: What makes biology learning difficult and effective: students’ view. Educ. Res. Rev. 7(3), 61–71 (2012). https://doi.org/10.5897/ERR11.205

Nistor, G.C., Iacob, A.: The advantages of gamification and game-based learning and their benefits in the development of education. In: 11th International Scientific Conference eLearning and Software for Education, vol. 1, pp. 308–312 (2018). https://doi.org/10.12753/2066-026X-18-042

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Session specifications

Topic:
Games for learning & gamification
Grade level:
9-12
Skill level:
Beginner
Audience:
Principals/head teachers, Teachers, Teacher education/higher ed faculty
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Participant accounts, software and other materials:
QR code, Google or any other browser
Subject area:
Science, STEM/STEAM
ISTE Standards:
For Educators:
Leader
  • Model for colleagues the identification, exploration, evaluation, curation and adoption of new digital resources and tools for learning.
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Facilitator
  • Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.