DIGITAL LIBRARY
GENIUSUP! CHEMISTRY (SPECIAL EDITION)! AN EDUCATIONAL EXPERIENCE THROUGH SERIOUS GAMES FOR CHEMISTRY LEARNING IN A LUDIC WAY
Universitat de les Illes Balears (UIB) (SPAIN)
About this paper:
Appears in: EDULEARN20 Proceedings
Publication year: 2020
Pages: 4502-4507
ISBN: 978-84-09-17979-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2020.1188
Conference name: 12th International Conference on Education and New Learning Technologies
Dates: 6-7 July, 2020
Location: Online Conference
Abstract:
The GeniusUp project [1] comes from the Orientation and Transition to the University Program (POTU) developed by the University Of Balearic Islands (UIB). Within this program, multiple activities are carried out to promote the scientific and technological culture to new potential university students. In this project, a special version of GeniusUp is presented based in a deck of cards picturing the elements of the periodic table and real applications of chemistry in the daily world. We propose to use ICTs to approach in a playful way primary, secondary and high school students through serious games. This card game is based on the idea of the popular UNO deck of cards mixed with a trivia game of related questions.

The main objectives of the GeniusUp (Chemistry, Special Edition) project are the following:
1. Use didactic serious games to foster students' scientific culture and technology.
2. Convey in a playful and didactic way the scientific contents of the most relevant characters related to chemistry.
3. Promote scientific and technological culture using ICTs and easing the social and cultural integration of all users through a universal design.
4. Motivate companies in the education sector to include in their educational products both highly interactive and accessible materials that improve school performance.
5. Involve faculty in the use of teaching strategies based on serious and/or educational games, which allow the student to immediately apply the knowledge acquired in the classroom.
6. Present an educational experience as a good practice for learning chemistry and its application which can be easily generalized to other disciplines.

References:
[1] Genius Up! An Educational Experience through Serious Video Games for The Learning Of Science In A Ludic Way, July 2019, DOI: 10.21125/edulearn.2019.1971. EduLearn 2019,Palma de Mallorca, Spain
[2] Saiqa Aleem, Luiz Fernando Capretz, Faheem Ahmed. Game development software engineering process life cycle: a systematic review. Journal of Software Engineering Research and Development, 2016, Volume 4, Number 1, Page 1
[3] ANDERSON, Eike Falk et al. (2010): “Developing Serious Games for Cultural Heritage: A State-of the Art Review”, Virtual Reality 14(4), Springer, pp. 255-275.
[4] Kirriemuir, John, and Angela McFarlane. "Literature review in games and learning." (2004).
[5] Connolly, Thomas M., et al. "A systematic literature review of empirical evidence on computer games and serious games." Computers & education 59.2 (2012): 661-686.
[6] Backlund, Per, and Maurice Hendrix. "Educational games-are they worth the effort? A literature survey of the effectiveness of serious games." 2013 5th international conference on games and virtual worlds for serious applications (VS-GAMES). IEEE, 2013.
[7] Antoni Guillem, Francisco José Perales, Antoni Jaume, Jose Maria Buades. PotuGame: A video game for learning about university. VAR. Volume 4 Número 9. ISSN: 1989-9947. November 2013.
[8] UNO Card Game: A Classic Game to Sharpen the Mind. https://57cards.com/2017/04/18/uno-card-game-classic-game-sharpen-mind/. Last visit: 14/05/2019.
Keywords:
Periodic table, maze UNO+trivial cards, serious games, virtual and augmented reality, educational software, software game.