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Design, Learning, and Innovation. 9th EAI International Conference, DLI 2024, Virtual Event, November 7–8, 2024, Proceedings

Research Article

An Auto Battler Game to Engage High School Student's Understanding of Ionic Bonds in Chemistry

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  • @INPROCEEDINGS{10.1007/978-3-031-85663-1_7,
        author={Thomas Bj\`{u}rner and Jacqueline Tully and Tobias Dalsgaard Larsen and Mikkel Andreas Frederik Lau Larsen and Mikkel Sloth Lauridsen and Tony Thai Do and Daniel Skau Rossing},
        title={An Auto Battler Game to Engage High School Student's Understanding of Ionic Bonds in Chemistry},
        proceedings={Design, Learning, and Innovation. 9th EAI International Conference, DLI 2024, Virtual Event, November 7--8, 2024, Proceedings},
        proceedings_a={DLI},
        year={2025},
        month={3},
        keywords={Game-based learning serious games game development auto battler game chemistry learning game},
        doi={10.1007/978-3-031-85663-1_7}
    }
    
  • Thomas Bjørner
    Jacqueline Tully
    Tobias Dalsgaard Larsen
    Mikkel Andreas Frederik Lau Larsen
    Mikkel Sloth Lauridsen
    Tony Thai Do
    Daniel Skau Rossing
    Year: 2025
    An Auto Battler Game to Engage High School Student's Understanding of Ionic Bonds in Chemistry
    DLI
    Springer
    DOI: 10.1007/978-3-031-85663-1_7
Thomas Bjørner1,*, Jacqueline Tully1, Tobias Dalsgaard Larsen1, Mikkel Andreas Frederik Lau Larsen1, Mikkel Sloth Lauridsen1, Tony Thai Do1, Daniel Skau Rossing1
  • 1: Department of Architecture, Design and Media Technology, Aalborg University, A.C. Meyersvænge 15, 2450
*Contact email: tbj@create.aau.dk

Abstract

This paper describes the development and evaluation of a serious game to help high school students understand the topic of ionic bonds in chemistry. Chemistry is among the lowest-scoring subjects for high school students due to complex chemistry concepts and syntax difficulties. The novelty of this study is a developed auto battler game that includes specific learning objectives regarding ionic bonds. 27 Danish high school students participated in the evaluation. The evaluation consisted of a knowledge test and a questionnaire with items from the user engagement scale. The findings revealed that the high school students were positively engaged in the battle game. The grand mean for eight engagement items, based on a 5-point Likert scale, was 3.78. Specifically, the participants perceived the graphics and visual elements as highly positive. Further, they were concentrated while playing and were interested in the game. The students provided positive statements in the open-ended comments, including a good, creative, cozy, well-made, engaging, and fun game. However, the learning outcomes were not as satisfactory as expected. In the paper, we outline reflections on difficulties when measuring learning outcomes in game-based learning.

Keywords
Game-based learning serious games game development auto battler game chemistry learning game
Published
2025-03-21
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-031-85663-1_7
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