DIGITAL LIBRARY
THE DOMINO GAME “RESERVOIRS OF THE REGION” AS AN EDUCATIONAL TOOL TO DEEPEN THE KNOWLEDGE OF PRIMARY SCHOOL STUDENTS
Kazan (Volga Region) Federal University (RUSSIAN FEDERATION)
About this paper:
Appears in: EDULEARN24 Proceedings
Publication year: 2024
Pages: 860-865
ISBN: 978-84-09-62938-1
ISSN: 2340-1117
doi: 10.21125/edulearn.2024.0311
Conference name: 16th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2024
Location: Palma, Spain
Abstract:
Gamification makes the learning process accessible and exciting, and the assimilation of knowledge becomes better and more durable. The need of game-based learning in primary schools has gained the relevance of the studied problem. The purpose of the research is to make a domino game “Reservoirs of the Region” and to interest classmates in this game. The theoretical significance of the study lies in expanding the knowledge of primary school students about the nature of their native land. The practical significance of the study is that primary school students will be able to use the acquired game-based knowledge in their further education. When playing dominoes, students learn attentiveness, develop logical thinking and broaden their horizons.

The methodological basis of the study was the creation of the domino game “Reservoirs of the Region”, consisting of 28 knuckles-dominoes in the form of a rectangle with a perpendicular dividing line. On one side of the dividing line is an answer option, on the other side is a task. For example, [The Tobol River | The largest enclosed body of water on Earth], [The Caspian Sea | Right tributary of the Volga River in Tatarstan], [The Sviyaga River | Sudden river-level rise], [Flooding | Depression through which a river flows], [Channel | River, which flows out of Lake Baikal]. 2-5 students participate in the game. Before the game begins, the participants determine who starts the game first. Each player is given four knuckles. The first player chooses any knuckle and makes a move. The other participants, if available and in turn, deliver the knuckles with the correct answer. If the participants are missing a required knuckle, they start using unused knuckles one by one until the required option is found. The participants can substitute not only answers, but also tasks (questions). The game goes on until one of the participants runs out of knuckles. He is declared the winner.

The experiment was conducted in gymnasium No. 96 in Kazan city, Republic of Tatarstan, Russia with the 2nd grade primary school students. Twenty-eight students participated in the game. The experiment consisted of several stages. Stage 1 - themes about reservoirs of the region, the history and rules of the game “Domino” were studied in detail. Stage 2 – the input diagnostics of primary school students’ knowledge on the studied themes was carried out. The input diagnostics consisted of test tasks and included 28 multiple choice questions with one correct answer. Stage 3 - students were provided with information about regional rivers and lakes. Stage 4 – after an explanation of the rules the domino game “Reservoirs of the Region” was played several times. Stage 5 - the output diagnostics of primary school students’ knowledge was conducted. Stage 6 - a comparative analysis of students' knowledge was carried out before (the input diagnostics) and after (the output diagnostics) playing the domino game. The results of the research showed that game-based learning made it possible to double the quality of students’ knowledge on the studied themes (from 32% to 60.7%).

In conclusion, the use of the developed domino game “Reservoirs of the Region” promotes easy and interesting learning of important educational information about water resources and deepening the knowledge of primary school students. Materials of the article can be useful for experts working in educational institutions and researchers who are connected with pedagogy.
Keywords:
Education, game-based learning, domino game, student, primary school, diagnostics.