Instructional Role-Playing Video Game: Its Application to Physics’ Equations of State Learning

Authors

  • Bretel B. Dolipas Benguet State University, La Trinidad, Benguet, Philippines
  • Thrysha B. Dolipas Benguet State University, La Trinidad, Benguet, Philippines
  • Christian Fabrigas University of the Cordilleras, Baguio City, Philippines
  • Marius Garcia Saint Louis University, Baguio City, Philippines
  • Sebastien Duke Romero University of the Cordilleras, Baguio City, Philippines
  • Aeron Mactal Saint Louis University, Baguio City, Philippines
  • Junel Silvio Manila Central University, Manila, Philippines

DOI:

https://doi.org/10.69569/jip.2024.0425

Keywords:

Role-playing video game, Equations of state, Problem-solving, Teaching-learning approach

Abstract

The potential of video games for learning is now widely accepted among the community of Educational Technology. Multiple types of research have been conducted to see the proficiency of video games as an educational tool, and the effect on students' learning and performance of instructional video game approaches, which have elevated considerable interest in the thematic field of education research. The study assessed the effectiveness of instructional role-playing video games in learning physics equations of state concepts and problem-solving for junior high school students. Specifically, the study determined the performance level in Equations of State Problem Solving of junior high school students when concepts were taught through the conventional approach and through the Role Playing Video Game approach. The result indicated that the performance level in Equations of State problem solving of students taught using the role- playing video game approach was significantly higher than those taught using the conventional approach. Also, the Equations of State problem-solving performance level of students taught using the role-playing video game were satisfactory or better regardless of sex. Problem-solving through role-playing video games is an effective learning approach to learning the Equation of State concept. It is recommended that further research on the application of instructional Role-playing video games be considered in the teaching and learning of Physics concepts.

Downloads

Download data is not yet available.

References

Almeida, L. C. (2012). The effect of an educational computer game for the achievement of factual and simple conceptual knowledge acquisition. Education Research International, 0(0), 1–5. https://doi.org/10.1155/2012/961279

D’Angelo, C., Rutstein, D., Harris, C., Bernard, R., Borokhovski, E., & Haertel, G. (2014). Simulations for STEM learning: Systematic review and meta-analysis. SRI International.

Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322

Demirel, O. (2012). Teaching Principles and Methods. The Arts of Teaching. Ankara: Pegem Academy

Dolipas, B., Lubrica, J., Ramos, J., Abiasen, J. (2017). Interactive Science Devices: Curiosity And Influence On Science Performance Of Students. 11th International Technology, Education and Development Conference, Valencia, Spain

Dorji, U., Panjaburee, P., & Srisawasdi, N. (2015). Gender differences in students’ learning achievements and awareness through residence energy saving game-based inquiry playing. Journal of Computers in Education, 2(2), 227–243. https://doi.org/10.1007/s40692-015-0033-2

Gee J.G. (2004). Good Video Games and Good Learning (Thesis). University of Wisconsin-Madison

Grandberg, E.M. (2000). How Technology Enhances Teaching and Learning (Thesis). Vanderbilt University of Nashville

Lubrica, J. V., Abiasen, J. T., Dolipas, B. B., & Ramos, J. L. S. (2017). Interactive physics apparatus: Influence on interest of secondary school students in pursuing a career path in science, technology, engineering and mathematics (Stem). Physics Education, 52(1), 015017. https://doi.org/10.1088/1361-6552/52/1/015017

Malek, A., Ninčević, M., & Jurić Vukelić, D. (2019). The role of playing video games on school achievement. Communication Management Review, 03(02), 54–71. https://doi.org/10.22522/cmr20180234

Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of digital game-based learning on student engagement and motivation. Computers, 12(9), 177. https://doi.org/10.3390/computers12090177

Okan, Z. (2003). Edutainment: Is learning at risk? British Journal of Educational Technology, 34(3), 255–264. https://doi.org/10.1111/1467-8535.00325 Rashty, D. (2003). Traditional learning vs e-learning. Retrieved from https://tinyurl.com/mwdntacf

Shapiro, J., (2015). How Video Games In The Classroom Will Make Students Smarter. Retrieved from https://tinyurl.com/3px4d255

Szilas, N., & Acosta, M. (2011). A Theoretical Background for Educational Video Games : Games, Signs, Knowledge. Retrieved from https://tinyurl.com/mw55n7fy

Teofilo, F., Sajise, M., Dolipas, B., Cachero, M. (2012). Blended Learning and Academic Performance on Problem Solving and Programming I of Bachelor of Science in Information Technology IATED ICERI2012 Proceedings

Whitton, N. (2012). The place of game-based learning in an age of austerity” Electronic Journal of e-Learning, 10(2), 249 - 256

Yabuno, K., Luong, E., & Shaffer, J. F. (2019). Comparison of traditional and gamified student response systems in an undergraduate human anatomy course. HAPS Educator, 23(1), 29–36. https://eric.ed.gov/?id=EJ1227801

Downloads

Published

2024-11-24

How to Cite

Dolipas, B., Dolipas, T., Fabrigas, C., Garcia, M., Romero, S. D., Mactal, A., & Silvio, J. (2024). Instructional Role-Playing Video Game: Its Application to Physics’ Equations of State Learning. Journal of Interdisciplinary Perspectives, 2(12), 474–478. https://doi.org/10.69569/jip.2024.0425