HOW GAMIFICATION IN GEOSCIENCE LABORATORIES INFLUENCES UNDERGRADUATE STUDENT LEARNING AND INTEREST
We re-designed 11 physical geology labs to incorporate different game-like elements. These labs cover traditional geology content areas, such as plate tectonics, rock types, and earthquakes. For Fall 2023, approximately 330 students are enrolled across 18 lab sections (n ~ 18 students/section) of the introductory physical geology course. Half of the sections will use the gamified labs, while the other half will use traditional labs without gamification (i.e. those used consistently in prior semesters of the course). Content knowledge is assessed at the beginning and end of each lab using a short series of multiple choice questions, with interest in the lab assessed as well at the end of the lab using a Likert scale.
This study explores two lines of inquiry: 1) the degree to which games or gamification can be applied to introductory geology labs, and 2) the extent to which student learning and interest are impacted as a result. We will highlight adaptations made to three early labs: introduction to the scientific method, plate tectonics, and mineral identification. We will also compare the pre-post learning gains and post-lab interest data from students on the same lab topics in the gamified and control condition. Results are expected to help us understand the extent to which gamification may be used to encourage student learning and interest, particularly in introductory, non-major courses.