Gamification is the concept of applying gaming mechanic and game design techniques to engage and motivate people to achieve their goals.
The concept is not something new as many industries have adopted the concept for training purposes in areas of sales, marketing, flight simulation, construction vehicular training and many others.
However, in terms of the education sector, it has slowly to become more popular among teachers and educators as they have finally realised the wealth potentials that games could offer their students.
So, gone are the days where video games are considered a waste of time today as gamification in education has transformed learning to become more interactive and entertaining for students.
At the same time, it has created a fun and engaging classroom environment where students are motivated to learn while excelling in their grades.
Looking at how the education landscape is seeing a shift leaning towards gamifying education, the first chemistry adventure role-playing mobile game, ChemCaper: Petticle in Peril was developed.
ACE EdVenture Studio in collaboration with Artoncode, a development team based in Jakarta, Indonesia developed the educational game based on the Cambridge University’s IGCSE Chemistry that covers topics such as elements in the periodic table, compounds, types of bonding and laboratory apparatuses that are taken directly from the textbooks and design into the game elements of ChemCaper.
Creating a role-playing game (RPG) with such content and scale may seem like a huge task, however, ACE EdVenture Studio, led by its founder Anne Tham (who also founded Sri Emas and Dwi Emas International) knows how to make learning fun.
ACE EdVenture Studio founder, Anne Tham
She says that students are actually interested in learning however lessons in most schools today are still conducted in such a way where they (students) will get easily bored.
“When the students are bored, they will not focus on what is being taught and eventually they will not be able to understand or memorise what was being taught in class.
“On the contrary, when students are entertained and excited to learn something, they will be able to absorb and recall the lessons better and it is possible through the use of video games in education.
She adds with the current generation of students who are glued to their mobile devices (i.e smartphones, tablets or handheld gaming consoles), she decided it would be a good idea to develop and design the game to be on mobile devices.
“Hence, we made it our mission to change the perception how education should be in the age of technology through developing and making ChemCaper available to be played on a global stage.”
Tham shares the reason behind the game is developed on the subject Chemistry is because the subject is among the hardest science subject for students to understand. .
“Chemistry has a vast of information where students are required to understand remember and it will be difficult to grasp as they have to rely on words while learning the subject.
“So by playing ChemCaper , it teaches the fundamental chemistry concepts which targets teenagers aged between 10 to 14. The game will teacher them chemistry topic on scientific apparatus, separation techniques, groups of elements, properties of elements and types of chemical bonding.”
She adds the game is designed to educate students the chemistry topics that they would usually learn in their textbooks in a classroom setting.
“With many learning features in the game, students learn to the types of elements in the game as it consists of diverse characters and landscapes based on the types of chemical elements in the Periodic Table.
“At the same time, they will easily learn what chemical bonding by creating Petticles – cute collectible companions based on real life particles that will assist Roub’s (the game protagonist) battling monsters,” she says.
She adds through the game feature of crafting potions, it will teach students about chemical elements, their chemical properties as well as learning how to separate them and to use scientific apparatus.
Since the launch of game, Tham shares that she has seen her students being able to understand Chemistry better after playing the game.
With the first act of ChemCaper being based on Year 7 Chemistry, Tham says that they are currently developing the second act of the game where it will be based on the Year 8 syllabus.
“Meanwhile, we are also working Act III and Act IV that will be based on Year 10 and Year 11. At the same time, we are planning to develop an ecosystem of educational for subjects in Physics, Biology, Mathematics and Additional Mathematics which are in the pipeline within the next couple of years,” she adds.