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Instructional Modules Integrated With a Mobile Learning Game to Improve Senior High School Students' Science Learning and Science Identity

Bibliographic Data

ID21353644
AuthorsMeng‐Tzu Cheng (0000-0003-1237-2955, Department of Biology National Changhua University of Education Changhua Taiwan, corresponding author), Fu‐Chung Cheng (National Tainan Second Senior High School Tainan Taiwan), Chang‐Ching Tien (Taoyuan Municipal Wu‐Ling Senior High School Taoyuan Taiwan)
Year2026
Volume63
Issue4-5
Pages470-491
Publication date2026-05-01
Open AccessYes
TypeARTICLE
VenueJournal of Research in Science Teaching (JOURNAL)
Journal identifiersISSN: 0022-4308 • E-ISSN: 1098-2736
PublisherWiley (PUBLISHER • GB)
DOI10.1002/tea.70046
OpenAlexW7134192415
LanguageEN
Citations received1
References cited50

Recent educational reforms emphasize that science learning should offer students a practice‐oriented, authentic experience that reflects how scientists investigate the natural world. Game‐based learning has been recognized as a way to transform inquiry practices by making it engaging, interactive, and relevant to students' lives, though its value ultimately depends on the extent to which learning transfers beyond gameplay. In line with this, we designed an integrated virtual‐physical scientific practice approach, realized through instructional modules anchored in a mobile learning game ( Anter ) and extended into classroom and field investigations. This approach situates students in the practices of scientists within a virtual environment while deliberately connecting those practices to real‐world contexts. A quasi‐experimental, two‐group pretest‐posttest research design was conducted among 58 eleventh‐grade students (aged 16–17) from two classes, with one assigned to the experimental group ( N = 30) and the other to the control group ( N = 28). Results showed that the integrated approach benefited students' understanding of ants and their skills related to investigating ants more than modules without the game. Moreover, it alleviated disparities across initial proficiency levels by allowing all students to actively engage in various aspects of scientific practices and develop their science identity. Notably, students with lower initial proficiency reported greater gains in science identity than their counterparts in the control group. These findings underscore the effectiveness of the integrated virtual‐physical scientific practice approach, particularly for those who may feel disengaged or alienated from science education. Further implications are discussed

Active learning (machine learning) · Authentic learning · Control (management) · Experiential learning · Field (mathematics) · Identity (music) · Learning Sciences · Science education · Science learning · Educational Games and Gamification · Mobile Learning in Education · Science Education and Pedagogy

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Citations per year1
Citation span2026 - 2026 (1)
Highly citedNo

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