Design, implementation and evaluation of an environmental educational board game "Don't give up, planet!" for primary and lower-secondary school pupils
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F44555601%3A13430%2F18%3A43894463" target="_blank" >RIV/44555601:13430/18:43894463 - isvavai.cz</a>
Výsledek na webu
<a href="http://dx.doi.org/10.21125/iceri.2018.1434" target="_blank" >http://dx.doi.org/10.21125/iceri.2018.1434</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.21125/iceri.2018.1434" target="_blank" >10.21125/iceri.2018.1434</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Design, implementation and evaluation of an environmental educational board game "Don't give up, planet!" for primary and lower-secondary school pupils
Popis výsledku v původním jazyce
The paper introduces the design and evaluation of an environmental educational board game "Don't Give Up, Planet!" prepared for lower-secondary school pupils, which was created and implemented using the methods of project teaching and peer teaching. It was designed and implemented by the pupils of the Eco-Committee from the Eco-School of the Bishop Grammar School Bohosudov aged 14-18 for their schoolmates from the lower-secondary school. (The Eco-School is the largest global environmental program in the world with 16,000,000 pupils from 49,000 schools and 64 countries participating). Pupils thus gained information about global issues and natural phenomena through other forms and methods than they had been used to. According to the curriculum in the Czech Republic, pupils in the last years of the lower-secondary school and the first years of the grammar school learn about natural phenomena (such as earthquakes, volcanic activity, tsunamis, avalanches, landslides, ozone layer), as well as environmental and global issues (such as emissions and immissions, acid rain, the greenhouse effect, the global warming, floods, forest fires, the ozone layer depletion, oil spills, desertification, salinisation, urbanization). Pupils have problems to understand some of the phenomena, they find it hard to find links between them, they find learning boring and too theoretical. Research shows that even older pupils at secondary schools and students at universities have difficulties in understanding these phenomena and issues. The pupils of the Eco-Committee came up with an idea of designing an ecological board game, in which they would bring the natural phenomena and global issues closer to their schoolmates. The design and evaluation of the board game was carried out by the project method, it was a spontaneous, medium-term project. The game was designed by 15 members of the Eco-Committee aged 14-18 from January 2018 to April 2018, and in May 2018 it was implemented with 125 pupils from years 6 and 9 of the lower-secondary school and years 1 and 2 of the grammar school. To design the game, the pupils used their own knowledge, books, the Internet, magazines, consultations with their teachers. An evaluation questionnaire was also designed by the pupils, in which respondents answered open questions; whether they liked or disliked the game and why, what they learned through the game and what mark they would give it (the same as in school: 1 as the best evaluation, 4 as the worst). The evaluation questionnaires were processed using descriptive and inductive statistics. The hypothesis that the data originates from normal distribution was rejected (Shapiro-Wilk W = 0.667; p < 0.001), non-parametric methods of inductive statistics were used for further analyses, specifically the MannWhitney U test and the Kruskal-Wallis test. No statistically significant difference in the game evaluation was found in relation to gender or the year of the pupils. The average game rating was 1.524. 87% of the respondents liked the game.
Název v anglickém jazyce
Design, implementation and evaluation of an environmental educational board game "Don't give up, planet!" for primary and lower-secondary school pupils
Popis výsledku anglicky
The paper introduces the design and evaluation of an environmental educational board game "Don't Give Up, Planet!" prepared for lower-secondary school pupils, which was created and implemented using the methods of project teaching and peer teaching. It was designed and implemented by the pupils of the Eco-Committee from the Eco-School of the Bishop Grammar School Bohosudov aged 14-18 for their schoolmates from the lower-secondary school. (The Eco-School is the largest global environmental program in the world with 16,000,000 pupils from 49,000 schools and 64 countries participating). Pupils thus gained information about global issues and natural phenomena through other forms and methods than they had been used to. According to the curriculum in the Czech Republic, pupils in the last years of the lower-secondary school and the first years of the grammar school learn about natural phenomena (such as earthquakes, volcanic activity, tsunamis, avalanches, landslides, ozone layer), as well as environmental and global issues (such as emissions and immissions, acid rain, the greenhouse effect, the global warming, floods, forest fires, the ozone layer depletion, oil spills, desertification, salinisation, urbanization). Pupils have problems to understand some of the phenomena, they find it hard to find links between them, they find learning boring and too theoretical. Research shows that even older pupils at secondary schools and students at universities have difficulties in understanding these phenomena and issues. The pupils of the Eco-Committee came up with an idea of designing an ecological board game, in which they would bring the natural phenomena and global issues closer to their schoolmates. The design and evaluation of the board game was carried out by the project method, it was a spontaneous, medium-term project. The game was designed by 15 members of the Eco-Committee aged 14-18 from January 2018 to April 2018, and in May 2018 it was implemented with 125 pupils from years 6 and 9 of the lower-secondary school and years 1 and 2 of the grammar school. To design the game, the pupils used their own knowledge, books, the Internet, magazines, consultations with their teachers. An evaluation questionnaire was also designed by the pupils, in which respondents answered open questions; whether they liked or disliked the game and why, what they learned through the game and what mark they would give it (the same as in school: 1 as the best evaluation, 4 as the worst). The evaluation questionnaires were processed using descriptive and inductive statistics. The hypothesis that the data originates from normal distribution was rejected (Shapiro-Wilk W = 0.667; p < 0.001), non-parametric methods of inductive statistics were used for further analyses, specifically the MannWhitney U test and the Kruskal-Wallis test. No statistically significant difference in the game evaluation was found in relation to gender or the year of the pupils. The average game rating was 1.524. 87% of the respondents liked the game.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2018
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
ICERI 2018 proceedings
ISBN
978-84-09-05948-5
ISSN
2340-1095
e-ISSN
—
Počet stran výsledku
8
Strana od-do
1993-2000
Název nakladatele
IATED
Místo vydání
Seville
Místo konání akce
Seville
Datum konání akce
12. 11. 2018
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
—