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“Discovering a glycoprotein: The case of the H,K-ATPase”. An Online Game for Improvement of Reading Skills in a Course of Biological Chemistry (Journal Article)

By: Material type: TextTextSeries: American Chemical Society, Volume 100, Issue 1Publication details: Washington, United States :American Chemical Society ,January 10, 2023Description: 221–231 pISSN:
  • 0021-9584
Subject(s): DDC classification:
  • 540.7
Online resources:
Contents:
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Summary: Abstract- During the COVID-19 pandemic we developed an activity that encourages engagement with scientific reading and helps students to improve their reading skills as a complement to the glycobiology section of an undergraduate course of biological chemistry. Using Genially, an online platform for gamification and self-taught learning, we designed the activity named “Discovering a glycoprotein: The case of the H,K-ATPase” based on the characterization of the β-subunit of the gastric H,K-ATPase, a glycoprotein discovered in the 1960s. While testing users’ knowledge in glycobiology, the game invites them to follow the research steps throughout four missions, where the experimental details and their results are presented. After solving the missions, participants were invited to answer a questionnaire through Google forms. Our results showed that the game is useful for students as it introduces an innovative way of analyzing a scientific article different from the conventional activities that students typically face without teacher assistance and in many cases do not complete. We expect that our pilot-study will be an additional boost for the implementation of gamification in the science classroom, and in turn, serve as an example of the importance of gamification in future teacher training as an assisting tool to traditional education methods.
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Item type Current library Call number Status Date due Barcode
Periodicals Periodicals RIE BPL Library 540.7 (Browse shelf(Opens below)) Not for loan

***______{For Hard Copy, Please visit Library.}________***

Abstract-

During the COVID-19 pandemic we developed an activity that encourages engagement with scientific reading and helps students to improve their reading skills as a complement to the glycobiology section of an undergraduate course of biological chemistry. Using Genially, an online platform for gamification and self-taught learning, we designed the activity named “Discovering a glycoprotein: The case of the H,K-ATPase” based on the characterization of the β-subunit of the gastric H,K-ATPase, a glycoprotein discovered in the 1960s. While testing users’ knowledge in glycobiology, the game invites them to follow the research steps throughout four missions, where the experimental details and their results are presented. After solving the missions, participants were invited to answer a questionnaire through Google forms. Our results showed that the game is useful for students as it introduces an innovative way of analyzing a scientific article different from the conventional activities that students typically face without teacher assistance and in many cases do not complete. We expect that our pilot-study will be an additional boost for the implementation of gamification in the science classroom, and in turn, serve as an example of the importance of gamification in future teacher training as an assisting tool to traditional education methods.


























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