Biochemistry Course Notes, Lecture notes of Latin language

course notes about in fhe biochem

Typology: Lecture notes

2024/2025

Uploaded on 05/18/2026

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4A’s Lesson Plan Format
Example
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4A’s Lesson Plan Format

Example

4A’s Lesson Plan Format

Example

7E’s

Lesson

Plan

Format

Exampl

e

7E’s

Lesson

Plan

Format

Exampl

e

Evaluate

ILAW

LEARNING

EXPERIENCES

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.

ILAW

ASSESSMENT

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.

DIFFERENCES

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

B.

Common

Format

Activity, Analysis,

Abstraction,

Application.

Elicit, Engage, Explore, Explain,

Elaborate, Evaluate, Extend.

Intentions, Learning Experiences,

Assessment, Ways Forward.

Daily Lesson Log

LABORATORY BASED LESSON PLAN

LABORATORY BASED LESSON PLAN

GAMIFYING SCIENCE CONCEPTS LITERATURE

Title: Use of Gamification Applications in Science Education

Authors: Cigdem Hursen and Cizem Bas

Year: 2019

Purpose: The study determines the impact of gamification applications on

the science learning motivation of students and gathers the opinions of both

students and parents on these applications.

Methodology: The research employed a mixed-method approach (both

qualitative and quantitative) and was conducted with 16 4th-grade primary

students and their parents.

Implementation: The study used ClassDojo , a gamified class management

application, over a period of 12 weeks to teach science chapters like "let us

solve the puzzle of our body".

Key Findings: The applications created a positive impact on student

motivation for learning science. Additionally, students and parents expressed

positive opinions about using gamification in science education, noting

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