Development of an educational card

Development of an educational card
Development of an educational card-game to aid student
understanding of instrumental chemical analysis
Roberta Fabricio Loose, Kevan Garvey, Mike
Chemistry & Forensics, School of Science & Technology
1. Aim
A card-game “Laboratory Manager” has been designed, suitable for students at the secondary-tertiary
education transition. The game focus is to understand how to apply instrumental analytical techniques
to solve various scenario problems presented.
2. Introduction and project context
Game-play in education forms an engaging informal environment in which students can feel comfortable
and less fearful of making mistakes2.
NTU undergraduate students have designed and developed an educational game resource to enhance
learning of analytical chemistry and the instrumentation used in this field.
This topic challenges students new to university who typically have a theoretical, rather than applied,
understanding: they know how the instruments work in principle without appreciating which
instruments are best used for a given task.
3. Laboratory Manager:
game design and how-to-play
2-4 players
30 minutes (4 hands @ 4-7 min.)
4. Project: next stages
The design works robustly as a game.
Set-up for each hand
Scenarios require:
Randomly choose analytical scenario: all players view.
editing and finalisation,
Each player dealt six Analytical Process cards.
Inclusion of an expanded range of
Each player in turn, clockwise
The educational impact of the game
requires classroom evaluation.
then can “Declare”
5. Conclusions
Hand Scoring
Points scored:
correct analytical separation (3) and detector (3) card
held; for quantitative/qualitative card (2) and for staff
card (1 or 4). Bonus points for Declaring early.
Play next hand with new scenario until four scenarios are
played. Total aggregate points wins the game.
Undergraduate students have
successfully designed and developed an
educational resource.
“Laboratory Manager” aims to help
bridge the understanding gap between
how analytical instruments work
theoretically and how they are utilised.
The educational efficacy of the game
needs evaluation, but play-testing shows
the game works well mechanistically and
is enjoyed by participants.
Reference and note
Corresponding author. [email protected]
Meluso, A. et al (2012) Enhancing fifth graders’ science content knowledge and self-efficacy through game-based learning. Computers & Ed. 59, 497-507.
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF