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course notes about in fhe biochem
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A learning experience is like a thoughtfully designed journey. Each activity and interaction builds towards meaningful
understanding and growth. Identify activities and interactions to help learners gain knowledge, skills, or
understanding in a purposeful way.
Assessments reveal what learners have gained and what they still need help with. These are helpful in providing you
with information to guide your future instruction throughout the entire session.
Aspect 4A Format 7E Format ILAW Format (MATATAG)
A. Use Best for Inductive
Teaching. It helps
students
"discover" a
scientific law
through a specific
activity first. Used
for concept
attainment.
The Inquiry-Based standard. It
is the most thorough model for
deep scientific investigation and
critical thinking. It ensures
students "think like scientists"
The Administrative Standard. It is a
"macro" framework used to organize the
entire lesson exemplar for the DepEd's
trimester system. an updated educational
framework, often associated with DepEd
(Department of Education). This is designed
to structure daily lessons through a
simplified, learner-centered approach. It acts
as a guide rather than a strict checklist,
fostering intentional and meaningful learning
experiences
Common
Format
Activity, Analysis,
Abstraction,
Application.
Elicit, Engage, Explore, Explain,
Elaborate, Evaluate, Extend.
Intentions, Learning Experiences,
Assessment, Ways Forward.
GAMIFYING SCIENCE CONCEPTS LITERATURE
Title: Investigating the Effectiveness of Gamification for Enhancing the Engagement of
Secondary School Students in Learning Science.
Authors: Julhasri Norsalim and Nur Jannah Azman.
Year: 2026 (Published: 22 February 2026).
Purpose: This study examines how gamification—the use of game elements like points,
badges, and leaderboards—can address student disengagement and enhance interest in
secondary school science education.
Methodology: The researchers employed a quantitative design, collecting data through
surveys from 73 Form 4 science stream students (all 16 years old) at SMK Shah Alam in
Malaysia.
Key Findings: Positive Perception: Students generally have a high and positive
perception of gamification, finding it useful and engaging.
Increased Engagement: There is a strong positive correlation between the level of
gamification used and student involvement in learning activities.
Gender Neutrality: The study found no significant difference in engagement levels
between male and female students, indicating the approach is effective for both
genders.
Academic Improvement: Implementation of gamification was associated with a
significant increase in top grades; the frequency of students achieving "Grade A" rose
GAMIFYING SCIENCE CONCEPTS LITERATURE
Title: Gamification in Science Education: Gamifying Learning of Microscopic Processes in
the Laboratory.
Authors: Katja Fleischmann and Ellen Ariel.
Year: 2016.
The Problem: Students often struggle to understand and troubleshoot microscopic
laboratory tests—specifically Enzyme-Linked Immunosorbent Assays (ELISAs)—because the
processes cannot be easily visualized during the actual test.
The Solution: Researchers conducted a year-long project to develop a web-based,
gamified learning tool that visualizes these processes in a digital laboratory environment.
The tool uses game mechanics and interactive multimedia to provide immediate feedback
as students apply reagents and navigate test challenges.
Methodology: A cohort of 30 Bachelor of Medical Laboratory Science students trialed the
prototype after attending traditional lectures and practical lab classes. They provided
feedback via an anonymous questionnaire.
Key Findings: High Engagement: 90% of students enjoyed learning with the tool and felt
it accurately simulated real laboratory testing processes.
Educational Value: Qualitative feedback indicated the tool clarified the sequence of
events and made complex processes easier to understand and memorize.
Future Use: 63% of participating students indicated they would "definitely" or "most
likely" use the tool for their future study.
The study suggests that gamification can effectively enhance science education by
GAMIFYING SCIENCE CONCEPTS LITERATURE