3 research outputs found

    Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review

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    In the last decade, game-based learning has received growing attention in educational contexts in general and science education in particular. A recent game trend, which has also found its way into STEM classrooms, is escape rooms. In this type of game, players have to work through several puzzles to achieve a specific goal (mostly to escape from an actual room). We conducted a systematic literature review to find out whether the “market” for such games is already saturated or if there is still potential for further development. After searching the common databases (ERIC, Web of Science, and Google Scholar, as well as the German database FIS Bildung), we analyzed 93 journal articles, book chapters, and conference papers in English and German from the following domains: chemistry, physics, biology, mathematics, computer science, general science (interdisciplinary), environmental science, and medicine. We selected the ones that targeted a specific educational level (primary, secondary or tertiary education) and were designed for formal educational settings. It transpired that there is a need for more easily adaptable escape rooms as well as for more empirical evidence on their actual effects

    Interactive Learning with iPads and Augmented Reality : A Sustainability-Oriented Approach to Teaching Plastics Chemistry

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    As the use of handheld devices continues to proliferate in both private and educational sectors, critical questions emerge concerning the end-of-life management of materials and strategies to curtail waste generation. Augmented reality (AR) technology presents novel avenues for engaging students in science education. This paper presents a novel didactic methodology through a tablet-based, digitally enriched learning scenario that focuses on the properties, synthesis, substitution, and recycling of plastics, particularly in the context of iPads. The scenario utilizes AR technology to provide new perspectives on plastics’ chemistry, fostering interest and understanding. Additionally, the present study employs quantitative methods to investigate the impact on situational interest and understanding concerning learning with iPads and learning about plastics used in iPads on students. The analysis also includes an examination of attitudes toward learning experiences based on AR. A total of 65 secondary students participated in the study. The findings contribute to the ongoing debate on context-based learning and its impact on students’ interest and engagement in science education.publishe

    Teaching with Augmented Reality Using Tablets, Both as a Tool and an Object of Learning

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    In this paper, we present a novel approach to utilizing tablets in chemistry education. In the context of education for sustainable development, we utilize tablets as objects of learning to address the lithium-ion battery. In addition, we used tablets as learning tools by making use of augmented reality technology. This way, we have created an innovative digital learning scenario that corresponds to a 3-h laboratory. Evaluation took place during the implementation of nonformal student laboratories. Results show positive effects in interest to working with tablets as a tool and an object of learning.publishe
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