Investigating the effectiveness of using the virtual computer simulation game, LABSTER, for knowledge acquisition purposes amongst university freshmen
Traditional usage of lecture slides and notes for teaching and learning, though familiar to many, has its flaws in communication. Teachers have taken advantage of the increasing popularity of technology usage and applied it to class, to cater to different learning styles of students. A more recent m...
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Format: | Final Year Project (FYP) |
Language: | English |
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2014
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Online Access: | http://hdl.handle.net/10356/61908 |
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author | Koh, Avon Nai Zhong |
author2 | Sze Chun Chau |
author_facet | Sze Chun Chau Koh, Avon Nai Zhong |
author_sort | Koh, Avon Nai Zhong |
collection | NTU |
description | Traditional usage of lecture slides and notes for teaching and learning, though familiar to many, has its flaws in communication. Teachers have taken advantage of the increasing popularity of technology usage and applied it to class, to cater to different learning styles of students. A more recent method, Digital Game-Based Learning (DGBL), is gaining interest among teachers and researchers, for the potential benefits that it can bring to class. This study investigates the use of the virtual lab game, LABSTER, to complement lecture notes usage in students’ learning. Students were to take three tests. The first was when students had no content exposure. The second was when students have studied the lecture notes. The third was when students have used a particular chosen virtual lab with the notes, to examine what effects can it bring to students. Results from this study showed that, although the software was well enjoyed by the students as seen in survey responses, LABSTER was generally ineffective in boosting student test scores. The improvement of students after using the game was not statistically significant (>0.05). In fact, some students even had a decrease in scores as compared to earlier tests after game exposure. The strengths and weaknesses that LABSTER has when applied in class are further discussed in relation to recommendation of the context of its use. |
first_indexed | 2024-10-01T04:11:52Z |
format | Final Year Project (FYP) |
id | ntu-10356/61908 |
institution | Nanyang Technological University |
language | English |
last_indexed | 2024-10-01T04:11:52Z |
publishDate | 2014 |
record_format | dspace |
spelling | ntu-10356/619082023-02-28T18:02:23Z Investigating the effectiveness of using the virtual computer simulation game, LABSTER, for knowledge acquisition purposes amongst university freshmen Koh, Avon Nai Zhong Sze Chun Chau School of Biological Sciences DRNTU::Science Traditional usage of lecture slides and notes for teaching and learning, though familiar to many, has its flaws in communication. Teachers have taken advantage of the increasing popularity of technology usage and applied it to class, to cater to different learning styles of students. A more recent method, Digital Game-Based Learning (DGBL), is gaining interest among teachers and researchers, for the potential benefits that it can bring to class. This study investigates the use of the virtual lab game, LABSTER, to complement lecture notes usage in students’ learning. Students were to take three tests. The first was when students had no content exposure. The second was when students have studied the lecture notes. The third was when students have used a particular chosen virtual lab with the notes, to examine what effects can it bring to students. Results from this study showed that, although the software was well enjoyed by the students as seen in survey responses, LABSTER was generally ineffective in boosting student test scores. The improvement of students after using the game was not statistically significant (>0.05). In fact, some students even had a decrease in scores as compared to earlier tests after game exposure. The strengths and weaknesses that LABSTER has when applied in class are further discussed in relation to recommendation of the context of its use. Bachelor of Science in Biomedical Sciences 2014-12-05T04:57:49Z 2014-12-05T04:57:49Z 2014 2014 Final Year Project (FYP) http://hdl.handle.net/10356/61908 en Nanyang Technological University 55 p. application/pdf |
spellingShingle | DRNTU::Science Koh, Avon Nai Zhong Investigating the effectiveness of using the virtual computer simulation game, LABSTER, for knowledge acquisition purposes amongst university freshmen |
title | Investigating the effectiveness of using the virtual computer simulation game, LABSTER, for knowledge acquisition purposes amongst university freshmen |
title_full | Investigating the effectiveness of using the virtual computer simulation game, LABSTER, for knowledge acquisition purposes amongst university freshmen |
title_fullStr | Investigating the effectiveness of using the virtual computer simulation game, LABSTER, for knowledge acquisition purposes amongst university freshmen |
title_full_unstemmed | Investigating the effectiveness of using the virtual computer simulation game, LABSTER, for knowledge acquisition purposes amongst university freshmen |
title_short | Investigating the effectiveness of using the virtual computer simulation game, LABSTER, for knowledge acquisition purposes amongst university freshmen |
title_sort | investigating the effectiveness of using the virtual computer simulation game labster for knowledge acquisition purposes amongst university freshmen |
topic | DRNTU::Science |
url | http://hdl.handle.net/10356/61908 |
work_keys_str_mv | AT kohavonnaizhong investigatingtheeffectivenessofusingthevirtualcomputersimulationgamelabsterforknowledgeacquisitionpurposesamongstuniversityfreshmen |