Learning Mendelian Genetics Using A Game Based Learning Activities

This study aimed to develop and evaluate a game-based learning ‎activity on Mendelian Genetics to improve student engagement, ‎understanding, and motivation. The activity was designed using the ‎ASSURE model, a systematic approach to instructional planning. A ‎mixed-methods design was used. The quantitative phase involved a ‎one-group pre-test and post-test with 45 Grade 8 students from Ilat ‎National High School to assess learning gains. The qualitative phase ‎involved unstructured interviews to explore students’ learning ‎experiences. The game, titled “The Gene Quest: Mendelian ‎Genetics,” featured animations, interactive Punnett square tasks, ‎and a leaderboard to enhance participation. Six experts—four ‎science teachers and two IT professionals—evaluated the game ‎based on content accuracy, design, usefulness, and ease of use. Data ‎collection tools included a 30-item multiple-choice test, expert ‎evaluation sheets, and interview responses. Quantitative data were ‎analyzed using weighted and composite means and the Hake gain ‎score, while thematic analysis was used for qualitative data. The ‎game received excellent ratings across all evaluation criteria. A Hake ‎gain score of 0.96 indicated a high level of learning improvement. ‎Students described the game as enjoyable and engaging. They ‎reported better understanding of genetics concepts, improved ‎confidence in learning, and acknowledged certain challenges during ‎gameplay. The findings suggest that game-based learning is an ‎effective strategy for teaching complex topics like Mendelian ‎Genetics. It supports deeper understanding, boosts motivation, and ‎enhances academic performance‎.

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Publication Details

Journal
International Journal of Basic and Applied Sciences
Published
2025-11-09
DOI
https://doi.org/10.14419/4s6nz990
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Learning Mendelian Genetics Using A Game Based Learning Activities

Celso G. Zara, Jon I. Arellano, Jannah Kristine M. Aliling, Marylina F. Aquino
International Journal of Basic and Applied Sciences
Educational Games and Gamification
article

Learning Mendelian Genetics Using A Game Based Learning Activities

Celso G. Zara, Jon I. Arellano, Jannah Kristine M. Aliling, Marylina F. Aquino
article en

Abstract

This study aimed to develop and evaluate a game-based learning ‎activity on Mendelian Genetics to improve student engagement, ‎understanding, and motivation. The activity was designed using the ‎ASSURE model, a systematic approach to instructional planning. A ‎mixed-methods design was used. The quantitative phase involved a ‎one-group pre-test and post-test with 45 Grade 8 students from Ilat ‎National High School to assess learning gains. The qualitative phase ‎involved unstructured interviews to explore students’ learning ‎experiences. The game, titled “The Gene Quest: Mendelian ‎Genetics,” featured animations, interactive Punnett square tasks, ‎and a leaderboard to enhance participation. Six experts—four ‎science teachers and two IT professionals—evaluated the game ‎based on content accuracy, design, usefulness, and ease of use. Data ‎collection tools included a 30-item multiple-choice test, expert ‎evaluation sheets, and interview responses. Quantitative data were ‎analyzed using weighted and composite means and the Hake gain ‎score, while thematic analysis was used for qualitative data. The ‎game received excellent ratings across all evaluation criteria. A Hake ‎gain score of 0.96 indicated a high level of learning improvement. ‎Students described the game as enjoyable and engaging. They ‎reported better understanding of genetics concepts, improved ‎confidence in learning, and acknowledged certain challenges during ‎gameplay. The findings suggest that game-based learning is an ‎effective strategy for teaching complex topics like Mendelian ‎Genetics. It supports deeper understanding, boosts motivation, and ‎enhances academic performance‎.

International Journal of Basic and Applied SciencesVol. 14(7)
Batangas State University (PH)
Openalex Percentile: Top 64%
Educational Games and Gamification
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