Abstract
“Geopardized Ecosystem” is a card game designed to teach secondary school students the concepts of ecosystems. It challenges players to contemplate the inter-relationship of organisms in the ecosystem. This paper elucidates the application of the card game in classroom teaching. The design and concepts behind “Geopardized Ecosystem” are described alongside the compatibility in the Hong Kong Diploma of Secondary Education Examination (HKDSE) curriculum. A brief account of the Play Curricular Activity Reflection Discussion (PCaRD) model is provided. The levels of thinking in the revised Bloom’s Taxonomy (Anderson & Krathwohl, 2001) are placed in juxtaposition with the geographical enquiry skills embedded in the Geography Curriculum and Assessment Guide (Secondary 4 – 6) (2017).
One study was carried out to explore the effectiveness of using the card game as a teaching aid. Pre-test and post-test were administered to gauge students' achievement in geographical enquiry skills after the intervention. Mixed results were demonstrated. The quantitative result indicated an overall improvement in the experimental group in contrast to the stagnant result of the control group. In particular, significant improvement was demonstrated in Higher Order Thinking skills for the experimental group. Mild differences were observed in the qualitative data, with the experimental group achieving better results.
The results are discussed in accordance with the role of the card game in maximizing the learning gains and the acquisition of geographical enquiry skills. Implications for teaching and design of games for learning are explained.
One study was carried out to explore the effectiveness of using the card game as a teaching aid. Pre-test and post-test were administered to gauge students' achievement in geographical enquiry skills after the intervention. Mixed results were demonstrated. The quantitative result indicated an overall improvement in the experimental group in contrast to the stagnant result of the control group. In particular, significant improvement was demonstrated in Higher Order Thinking skills for the experimental group. Mild differences were observed in the qualitative data, with the experimental group achieving better results.
The results are discussed in accordance with the role of the card game in maximizing the learning gains and the acquisition of geographical enquiry skills. Implications for teaching and design of games for learning are explained.
Original language | English |
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Qualification | Bachelor of Education (Honours) |
Supervisors/Advisors |
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Publication status | Published - 2021 |
Keywords
- Higher Order Thinking skills
- Geography
- Game-based learning
- Bloom’s Taxonomy
- Honours Project (HP)
- Bachelor of Education (Honours) (Geography) (Five-year Full-time)
- Programme code: A5B084
- Course code: GGP4016