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INTERACTIVE LEARNING

Learning genetics with computer dragons

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Pages 96-98 | Published online: 13 Dec 2010
 

Abstract

Over the past decades, genetics has remained a difficult topic in school science. This paper presents an interactive multimedia program, BioLogica, used to teach Grade 10 (14- and 15-year-olds) Australian students about genetics. Over six weeks, the teacher used different representations in the teaching and engaged students in computer activities of BioLogica, which features linked multiple representations. The study used an interpretive, case-based design with both qualitative and quantitative data from multiple sources. Participating students' perceptions of their learning were analysed using taxonomy of intrinsic motivations that incorporated challenge, curiosity, control and fantasy. Evidence shows that students' motivation affected their task engagement and interaction with BioLogica, and that most students progressed in their genetics reasoning.

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