INTRODUCING THE TEXT BOOKS OF THE FUTURE IN K12 CHEMISTRY EDUCATION
1 Departament d'Educació Lingüística i Literària i de Didàctica de les Ciències Experimentals i de la Matemàtica, Universitat de Barcelona (SPAIN)
2 Departament de Biologia, Àrea d'Enginyeria Agroforestal, Universitat de les Illes Balears (SPAIN)
About this paper:
Conference name: 10th International Conference on Education and New Learning Technologies
Dates: 2-4 July, 2018
Location: Palma, Spain
Abstract:
The level of knowledge with which students arrive to scientific careers has its origin in secondary education. This is a phase of major importance in the learning process, in which students not only decide which careers they want to pursue, but where they acquire the necessary skills to succeed.
Although most of the high school students in developed countries, aged 14 to 15 years old, value the STEM subjects (Science-Technology-Engineering-Mathematics) as the disciplines under which our society flourishes, this positive vision fades when they have to give their opinion about science education at school. Students who like sciences over any other subject recognize that, although they are not difficult for them, studying them at school does not seem to be sufficiently interesting for them.
This decline in interest and motivation towards the STEM subjects that appears in adolescence has repercussions, not only in the number of students who end up choosing scientific careers but also in the level of knowledge with which they arrive to these careers.
This article aims to introduce TOP CHEMIST of GAME GENERATION, a GBL Application (Game Based Learning Application), exclusively designed for the study of Chemistry subject (K9-12 and 3rt ESO).
Taking advantage of the newest technological tools, GAME GENERATION has designed a new learning tool which aims to be more appealing and attractive. A method that may help students to achieve the programmed educational contents in an easier, more efficient and entertaining way.
Through interactive digital activities and games, the app provides the necessary tools for students to achieve and understand the traditionally more complex concepts.
TOP CHEMIST is not only a self-learning tool, but it is also designed to be used in class, as it provides many animations and models that the teacher can use during their lectures.
The app not only provides content but also allows students to practice the learnt material, through games exclusively designed to learn specific topics of the curriculum. In addition, TOP CHEMIST also provides teachers with assessment tools that enable them to monitor pupils’ performance, thus facilitating their work.
This leads us to reconsider a new way of learning and teaching, where the task of the teacher must be adapted to the new times and to the new realities of a new era.Keywords:
Game based learning, STEM subjects, new learning/teaching models, secondary education, personalized learning.