Keywords
video game, periodic table, chemical education, young students, chemistry
video game, periodic table, chemical education, young students, chemistry
In chemistry, learning and remembering the periodic table is an important target1 for beginners and is fundamental for science students in general.
Human bonding through interpersonal relationship commonly takes place among family members and friends also achieved among groups sporting and people spend time together.2 This type of bonding in the working atmosphere is really needed, especially in research, where emotional support and trust are valuable.3
Game-based education4–6 is an up-coming field and its application in teaching is investigated and valued positively.7 When compared to traditional methods, game-based teaching in a playful way gives better results8 because it helps the users to balance the subject matter with their real world for example with their friends and colleagues. Most of the research on digital games9 focused on comparison between traditional methods of learning and media-based studies. In fact, an essential aspect to investigate is how the theoretical design of game influences the learning in a broad diversity of learners in the classroom.10
In recent years, very few video games for chemistry were released, we will discuss on some of the most known. Cheminoes is a colourful game, where students can learn relations between concepts such as chemical element, valence, atomic number, and chemical symbol for the first 36 elements of the periodic table.11 In the Time Bomb Game, designed by Júnior and co-workers, students must deactivate a time bomb by correctly answering questions taken randomly from a database.12 Some video games are related to organic chemistry, such as Chairs!13 a mobile app to make aware of the ring flip of cyclohexane.
In the computer game “Say My Name” by Josè Nunes da Silva Junior et al., players can improve their knowledge on nomenclature of organic compounds through answering up to 600 questions distributed in three difficulty levels.14 In the same way, Chemical Nomenclature, created by Mary Anne Sousa Lima et al., helps students to learn chemistry answering up 700 questions directly on their smartphone15 (Android and iOS).
Other video games are intended to allow students to experiment in a virtual chemistry laboratory. Some examples are, Chem Crafter, an iPad app allows users to build their own lab. It can also measure the energy released and in critical conditions the program shows fire and smoke. Digital games like Collisions are useful to teach and explain important concepts such as information on atoms, ions, bonding information, acid-base concepts, and phase change.
Our video game, “periodic caterpillar” is inspired by Snake, one of the most important titles on the international video game scene. The original Snake game was designed in seventies with the arcade title Blockade,16 but it became very famous in the nineties during the large diffusion of mobile phone games. Snake was based on a very simple gameplay that was implemented on many types of gaming platforms. During the game, the player must guide a “digital snake” inside an area, using the standard directions like Up, Down, Left and Right. By eating the food that appears randomly on the screen, the length of the snake is increased. The game is over is when the snake bites itself.
The program was written by using the Processing v.3.5.4 integrated development environment (IDE).10 Processing is a free software useful for visual arts programming and the programs written could work on different platforms. Processing is compatible with the several programming languages, from Java to HTML5. Our program is written in Java 9 and it works by using the built in 2D renderer without additional libraries. The main characteristics of this environment is the presence of a startup() function, called once at the beginning of the game, and a draw() function, called automatically at every cycle respecting the framerate. The game board is represented internally by a square matrix and the caterpillar is drawn each frame by using simple drawing routines such as circles and lines. The number of horizontal squares grid is calculated by dividing the horizontal resolution by 50. The screen is updated with a framerate of 15 frames per second in full screen mode. This framerate is chosen in order to have a balance between speed and playability. The minimum requirements for a smooth game is a PC with an output resolution of 1920×1080 pixels (Windows 10 with 2 GHz central processing unit (CPU) and 8 Gb of rapid access memory (RAM)). The program automatically sets the number of grid squares for different screen resolutions but at higher resolution the number of empty squares overtake the filled thus rendering the game less appealing due to the time needed to reach elements. When the program starts the image start.png is shown together with the list of the top 10 players in an arcade-style. This allows the customization of the starting image, but remembering that the central part will be overwritten by the game while printing the list of players.
The possibility to have the score indicated in the top 10 list is intended to increase the motivation of the players to achieve better and better results. The introduction page of the game together to the top 10 can be seen below in the Figure 1.
Some variables could be used to change the game appearance such as grid size (in pixels) and are commented in the code. Players can control the caterpillar by using the letters w, a, s, d for, respectively, up, left, down and right directions.
The arcade joystick with microswitches (Tongmisi 8 Way Arcade Joystick with Microswitch for Arcade Game Console) was connected to the Arduino Leonardo directly on four digital inputs, D9-D12. The pin “D9” was used to emulate “d”, “D10” was used to emulate “a”, “D11” was used to emulate “s”, “D12” was used to emulate “w”. The schematic representation of Joystick is shown in Figure 2, while the firmware code is inserted in a public repository.18
After having recognized an element as it appears on the periodic table or as a part of a group or period, we hope that the player tends to remember the answer even in the following sessions. In this present work, the specialty of the game is that it could be potentially applied for team building purposes on different levels, from the encouragement to team working in school classes and/or with students, to different areas of interest as it could be a lab environment, in which members must learn or to improve their ability to work in teams or small groups.
The video game presented here is more relevant to chemical elements with their placement in periodic table. It is also classroom-oriented and competitive. The gameplay is so simple that the game can be played by children of any age. For this reason, we also designed a simple joystick interface. The game also gives higher scores to players those who are faster in identifying elements. This enhances the game spirit and competition among players.
The game begins with a small caterpillar that starts moving on the screen. The player can control it across all the board. During the game, element symbols appear randomly on the screen. At this point, a sentence appears at the bottom of the screen, requesting that the player “eats” a specific element. The request could correspond to an element symbol, period, group, block (s, p, d, f orbitals) and type (alkaline, alkaline-earth, etc.). In the bottom-left corner a graphical representation of the periodic table helps to find the required element. While eating the elements, the caterpillar grows longer and longer. Compliments17 like: ‘good’, ‘great’, ‘beautiful’, ‘keep it up’, ‘yum’, ‘nice shot’, ‘very well’, ‘go strong’, ‘prominent’ and ‘you’re myth’, for each correct answer is designed to promote pleasure when the correct element is taken which are shown in Figure 5.
The game also comments for wrong elements like: ‘oh no’, ‘ops’, ‘caution’, ‘look what is required’, ‘watch out’, ‘error’, ‘this was not to eat’, ‘mistaken’, ‘concentrated’ and ‘look at the table well’. In the latter case, one life is decreased from the starting five. These remarks are designed to help the player to be the best.
After each element is eaten, from one to three new elements appear on the board. Thus, the probability to find the correct element decreases while the probability of failure increases. Every five elements taken the game speed increases up to a maximum when the elements taken are 15, rendering the playability more and more difficult. The faster the correct elements are taken by the player, the higher the probability that a life bonus appears on the board. This happens if we collected at least two elements since the last bonus and random(300)>float (time Bonus/elements Since Last Bonus).
When time between successes is greater than 1500 cycles (about 100 seconds), correct elements are highlighted. This helps beginners (people new to periodic table) to go ahead in the game but they have a reduced life bonus (see Figure 5, bonus lives) probability. The game ends when the player finishes the lives, or the caterpillar bites itself.
This game is very versatile and can be exploited in many ways. For example, a good method to use periodic caterpillar game with students is divide the class into groups that contains 2 to 4 players and give to them a periodic table (see Figure 4). One team member controls the caterpillar, and the others help him suggest the right elements to eat. Each group will be able to play until the “game over”, finishing all their available lives. The team that achieves the highest score win the game.
The purpose of the game is simple: to explore the periodic table. Finding the chemical elements location, their groups, periods, symbols and in some cases their mere existence are parts of this exploration (see Figure 3).
The team play, especially with two players, where the one controlling the caterpillar and the other suggesting elements (with the help of a periodic table). For example, in a specific case, the student could move the caterpillar with the help of a joystick under the suggestion of an adult.
The video game was shown during the European Researchers’ night held in Pavia (Italy) on 27th September 2019. People were attracted while seeing the graphic of the game and they immediately liked the gameplay. The number of players increased quickly because this game is kind of magnetic that will rush you to help your friends with suggestions. The important point we observed is that it is not limited only to some groups of known friends, even complete strangers started to help each other during the match without being familiar.
In the present work, we succeeded in making a video game for school students targeted at making their learning of chemistry cooperative. In fact, this software gives each member of a group, a specific role by increasing the compatibility between them. Furthermore, the game promotes their level of interest in science since the periodic table has a key role in research in physics, chemistry, and life sciences. In this aspect we move forwards youngsters towards science with compliments and appreciation. When users commit mistakes while choosing elements, they are informed in a soft manner with five life chances for every play. This video game had a good influence with research scholars of the same department and students from various schools as we received good feedback during the European Researchers’ nights held at Pavia (Italy) in 2019 and 2021. In all, we believe that this mutually beneficial way of teaching can be of broader application, also in non-chemistry related curriculum.
Dhanalakshmi Vadivel: Methodology, Visualization, Data curation Writing - review & editing Diego Savio Branciforti: Investigation, new inputs and Daniele Dondi: Supervision, Validation, Conceptualization.
Archived source code: https://doi.org/10.5281/zenodo.7702252. 17
License: GNU General Public License v2.0 or later
Archived source code: https://doi.org/10.5281/zenodo.7716561. 18
License: GNU General Public License v2.0 or later
COLAVER s.r.l.-Vimodrone (Milan, Italy) Laboratory Glassworks and ENDEAVOUR ENERGIA s.r.l are strongly acknowledged for their support during researchers’ night display of periodic table at Pavia. All the research scholars, students of university of Pavia and teachers of various school who gave the feedback after playing this video game.
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Is the rationale for developing the new software tool clearly explained?
Partly
Is the description of the software tool technically sound?
Partly
Are sufficient details of the code, methods and analysis (if applicable) provided to allow replication of the software development and its use by others?
Yes
Is sufficient information provided to allow interpretation of the expected output datasets and any results generated using the tool?
No
Are the conclusions about the tool and its performance adequately supported by the findings presented in the article?
No
Competing Interests: No competing interests were disclosed.
Reviewer Expertise: Chemistry education, pedagogy, nanotechnology, physical chemistry
Is the rationale for developing the new software tool clearly explained?
Partly
Is the description of the software tool technically sound?
Partly
Are sufficient details of the code, methods and analysis (if applicable) provided to allow replication of the software development and its use by others?
Yes
Is sufficient information provided to allow interpretation of the expected output datasets and any results generated using the tool?
No
Are the conclusions about the tool and its performance adequately supported by the findings presented in the article?
No
Competing Interests: No competing interests were disclosed.
Reviewer Expertise: Chemistry education, game-based learning, gamification, inquiry-based learning, educational innovations
Is the rationale for developing the new software tool clearly explained?
Partly
Is the description of the software tool technically sound?
Yes
Are sufficient details of the code, methods and analysis (if applicable) provided to allow replication of the software development and its use by others?
Yes
Is sufficient information provided to allow interpretation of the expected output datasets and any results generated using the tool?
Yes
Are the conclusions about the tool and its performance adequately supported by the findings presented in the article?
Yes
Competing Interests: No competing interests were disclosed.
Reviewer Expertise: Chemistry Education, Computational Thinking, HOTs, Game-based Learning, Virtual Learning,, and Learning Management System
Alongside their report, reviewers assign a status to the article:
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Provide sufficient details of any financial or non-financial competing interests to enable users to assess whether your comments might lead a reasonable person to question your impartiality. Consider the following examples, but note that this is not an exhaustive list:
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