‘It hooks them in, it’s straight in there’: leveraging game culture for learning in the Key Stage 2 science curriculum

Engagement with game culture is an important component of young peoples’ lives yet little is known about the potential of drawing on this culture in the primary classroom science curriculum to improve engagement across diverse socio-economic cohorts. Therefore, the aim of the study was to understand the engagement potential of the distinct pedagogy of Checkpoint Magazine’s prepared lesson materials for Key Stage 2 Science, and to evaluate feedback on any perceived enhanced classroom learning that takes place. Using mixed methods, five teachers from four schools delivered a Key Stage 2 science lesson on classification. The teachers were interviewed, and we gathered questionnaire data from most of the children who participated in the lesson in each school. The findings were positive with both teachers and children reporting increased enjoyment and engagement with the learning process. The outcomes of this project have the potential to deliver more inclusive learning for young people.

Authors

Institutions

Publication Details

Journal
Education 3-13
Published
2024-10-09
DOI
https://doi.org/10.1080/03004279.2024.2402050
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

‘It hooks them in, it’s straight in there’: leveraging game culture for learning in the Key Stage 2 science curriculum

Asma Lebbakhar, Kate Hoskins, Mike Watts
Education 3-13
Educational Games and Gamification
article

‘It hooks them in, it’s straight in there’: leveraging game culture for learning in the Key Stage 2 science curriculum

Asma Lebbakhar, Kate Hoskins, Mike Watts
article en

Abstract

Engagement with game culture is an important component of young peoples’ lives yet little is known about the potential of drawing on this culture in the primary classroom science curriculum to improve engagement across diverse socio-economic cohorts. Therefore, the aim of the study was to understand the engagement potential of the distinct pedagogy of Checkpoint Magazine’s prepared lesson materials for Key Stage 2 Science, and to evaluate feedback on any perceived enhanced classroom learning that takes place. Using mixed methods, five teachers from four schools delivered a Key Stage 2 science lesson on classification. The teachers were interviewed, and we gathered questionnaire data from most of the children who participated in the lesson in each school. The findings were positive with both teachers and children reporting increased enjoyment and engagement with the learning process. The outcomes of this project have the potential to deliver more inclusive learning for young people.

Education 3-13
Brunel University of London (GB)
Brunel University London
Openalex Percentile: Top 78%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

‘It hooks them in, it’s straight in there’: leveraging game culture for learning in the Key Stage 2 science curriculum — Asma Lebbakhar, Kate Hoskins, et al. · Education 3-13 (2024) | TGRS Research Map | TGRS