Gamifying a General Chemistry Laboratory Course as a Strategy to Improve the Students’ Motivation
This article describes the design, implementation, and evaluation of the gamification of laboratory activities in a General Chemistry course at the Federal University of Ceará in Brazil. In the gamified laboratory, seven experiments traditionally performed in the course were transformed into ten missions, incorporating game elements such as experience points (XP), virtual coins, and physical rewards to increase student engagement. Gamification was implemented in five classes─two from the Food Engineering program and three from the Pharmacy program─totaling 91 students. Participants evaluated it positively as an alternative to traditional teaching methodologies, in which students merely reproduce procedures in a laboratory. The results indicate that, when properly implemented with educational technologies and clearly defined pedagogical objectives, gamification can be a transformative tool for experimental teaching. It promotes active and collaborative learning while offering a replicable model that supports autonomy, competence, and social interaction in the learning process.
Authors
- José Nunes da Silva (ORCID: https://orcid.org/0000-0002-6631-4382)
- Antônio José Melo Leite (ORCID: https://orcid.org/0000-0002-5061-1489)
- Alda K.M. Holanda (ORCID: https://orcid.org/0000-0001-7005-1792)
- Maria Elenir Nobre Pinho Ribeiro (ORCID: https://orcid.org/0000-0001-6896-7179)
- David Braga Fernandes de Oliveira (ORCID: https://orcid.org/0000-0002-2887-2324)
- Jeanny da Silva Maciel (ORCID: https://orcid.org/0000-0001-5916-1747)
- Francisca Gleyciara Cavalcante Pinheiro (ORCID: https://orcid.org/0000-0002-2568-5611)
- Millany Gomes Alexandre
- Maria do Socorro Caldas Teotônio
Institutions
- Universidade Federal do Ceará (BR)
- Virtual High School (US)
Publication Details
- Journal
- Journal of Chemical Education
- Published
- 2025-09-25
- DOI
- https://doi.org/10.1021/acs.jchemed.5c00845
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00