Science Chaser app: A gamified learning journey into STEM activities
Chapter, Peer reviewed
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Date
2024Metadata
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Chatzidaki, E., Papavlasopoulou, S., Gijlers, H., Eysink, T. H. S., & Giannakos, M. (2024). Science Chaser app: A gamified learning journey into STEM activities. In Proceedings of the Interaction Design and Children (IDC '24) (pp. 951-954). Association for Computing Machinery. https://doi.org/10.1145/3628516.3661159Abstract
Researchers have emphasized the importance of Science, Technology, Engineering, and Mathematics (STEM) education and recognized it as a key aspect in today’s global landscape. Exploring STEM learning opportunities in educational settings, our research leverages the need to apply different learning approaches that enhance children’s engagement. This work goes beyond learning in the classrooms and focuses on the various science-related everyday life experiences. Examples of these experiences can be a museum visit, an independent exploration through reading, watching, or practical experimentation from children. Therefore, we suggest the Science Chaser which is a gamified web app that aims to integrate STEM activities into educational settings for children, while at the same time collecting data about their “science proficiency” level. More specifically, Science Chaser serves as a science companion and provides users with a variety of science activities and challenges through a user friendly, enjoyable, and gamified environment. The Science Chaser acts as the driving force leading users beyond the conventional use of a web app, enabling active exploration of new scientific paths while allowing them to create their individual science journey by reporting and monitoring their activities. Apart from offering an engaging experience for children, the data collected through Science Chaser offers evidence-based insights into the effectiveness of science activities.