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Cite This: J. Chem. Educ. XXXX, XXX, XXX−XXX pubs.acs.org/jchemeduc

PChem Challenge Game: Reinforcing Learning in Physical Chemistry


Tugba G. Kucukkal*,† and Ajda Kahveci‡

Department of Science, Technology, and Mathematics, Chemistry and Physics Program, Gallaudet University, 800 Florida Avenue,
NE, Washington, D.C. 20002, United States

College of Science and Health, Department of Chemistry and Biochemistry, DePaul University, 1110 W. Belden Avenue, Chicago,
Illinois 60614, United States
*
S Supporting Information
Downloaded from pubs.acs.org by VOLUNTEER STATE COMMUNITY COLG on 04/15/19. For personal use only.

ABSTRACT: Physical chemistry has an abstract and


demanding nature, and research reveals that students hold
negative dispositions toward it. The PChem Challenge Game
described in this work is a board game developed to bring an
enjoyable approach to reviewing quantum chemistry, spec-
troscopy, and chemical kinetics concepts at an undergraduate
level. The game rules are neither purely luck- nor knowledge-
based. Therefore, regardless of background knowledge, all
students have a chance to win. As revealed by student and
faculty member comments as well as survey and SWOT
analysis results, the PChem Challenge Game was engaging,
enjoyable, and useful, serving as a tool that provided learning
opportunities. Future educational research is needed to
J. Chem. Educ.

evaluate the effectiveness of the game in different higher education contexts.


KEYWORDS: Upper-Division Undergraduate, Physical Chemistry, Humor/Puzzles/Games, Atomic Spectroscopy,
Quantum Chemistry, Kinetics, Student-Centered Learning

G ames are part of everyday life and are also becoming an


important element of teaching at higher education. Use
of games in higher education is valued not only for their
consisting of a game board and mission cards, to aid students
in learning about common laboratory equipment. Antunes et
al.3 designed and implemented a board game about molecular
contribution to a positive learning experience for students but geometry, polarity, and intermolecular forces, which was found
also for the potential of their wider utilization in reversing the to be successful in facilitating student knowledge and
declining enrollments.1 “Game-based learning” is defined as conceptions. A card game called “Go Chemistry” was designed
“the usage of games in academic education, for example, to by Morris,6 in which students use the cards to form the
facilitate the illustration of abstract concepts” (ref 2, p. 269). formulas of ionic and covalent compounds and name them.
Findings from the literature suggest that not much is known Another card game named “ChemKarta”7 was designed for use
about the use of games in higher education classrooms.1,3 in introductory organic chemistry courses to aid the students in
Furthermore, in the context of chemistry teaching at the identifying functional groups on molecules. A similar game,
tertiary level, using games to aid instruction does not appear to CARBOHYDECK,8 consisting of a deck of cards was aimed at
be a common practice.3 Nevertheless, there is evidence from a teaching isomerism of monosaccharides in introductory
limited number of research studies that using game-based biochemistry courses. There are also card games developed
pedagogy to teach chemistry at the higher education level for high school students such as the “Families of Chemical
contributes to enhanced student learning, engagement, or
Elements Game”,9 which functions to enhance the learning
both.
process about the different element groups in periodic table.
Daubenfeld and Zenker2 developed a game-based learning
Physical chemistry has an abstract and demanding nature in
approach in physical chemistry to teach phase equilibria, which
included different components such as digitized learning most of its content areas including quantum mechanics,
materials, memory-like games, and puzzles. Higher student spectroscopy, and classical thermodynamics.10 Research has
motivation was reported. A guessing game called “orbital shown that students have difficulties in learning quantum
battleship” was proposed by Kurushkin and Mikhaylenko4 mechanics, particularly in connecting quantum behavior to
where battleships represented energy subshells of atoms, and physical reality.11 Students in chemistry, regardless of status of
the aim was to guess orbital occupancies. Positive student
feedback was received in terms of higher motivation to study Received: October 14, 2018
and increased knowledge of atomic structure. Kavak and Revised: March 25, 2019
Yamak5 successfully implemented a game, Picture Chem,
© XXXX American Chemical Society and
Division of Chemical Education, Inc. A DOI: 10.1021/acs.jchemed.8b00757
J. Chem. Educ. XXXX, XXX, XXX−XXX
Journal of Chemical Education Activity

Figure 1. Game board of the PChem Challenge Game.

academic achievement, are found to hold negative dispositions on the authors’ common observations that students appear to
especially toward quantum chemistry and statistical thermody- be often disengaged and unmotivated to learn in physical
namics because of their high degree of abstraction and chemistry classes. In a nationwide survey about the status of
complexity in mathematical relations.12 Different forms of physical chemistry, Fox and Roehrig13 found that instructors
active learning are suggested to improve student understanding were in agreement that physical chemistry was a challenging
of physical chemistry concepts.11 course, in which students struggled. In this study, continued
As also observed by the authors of this work, physical research on various student-centered teaching practices that
chemistry has an “unfavorable reputation”, because it is would enhance student understanding, enthusiasm, and
perceived as the hardest chemistry course and, thus, is engagement in physical chemistry is implicated. Therefore,
approached with negative attitudes by students. This is based strategies and methods that improve student engagement,
B DOI: 10.1021/acs.jchemed.8b00757
J. Chem. Educ. XXXX, XXX, XXX−XXX
Journal of Chemical Education Activity

enjoyment, and motivation are particularly important and wild card, which provides the freedom to choose from any of
needed. the four content categories. Most of the questions were chosen
To enhance peer interactions and bring a different and more to be conceptual, requiring a simple understanding of the core
enjoyable approach to learning, a board game was developed concepts in a typical one-semester undergraduate physical
for use in physical chemistry at the undergraduate level. The chemistry course. Some numerical questions are also included
main purpose of the game is to enhance student engagement in but without requiring complicated calculus. Examples of
learning physical chemistry and to install feelings of enjoyment question cards in the quantum chemistry and fun facts
while learning. The game also provided opportunities for categories are provided in Figure 2. The questions and answers
making sense of the big ideas in physical chemistry and
establishing connections between them. The PChem Chal-
lenge Game described in this work provides students a fun way
to review the concepts typically covered in one semester of
physical chemistry. Topics included in the game are quantum
chemistry, spectroscopy, and chemical kinetics.
Besides the goals mentioned above, the visual and interactive
nature of the game along with its potential to develop students’
technical American Sign Language (ASL) skills is of particular
importance for our students at Gallaudet University. Gallaudet
University is a federally chartered private university founded
for the education of deaf and hard of hearing. American Sign
Language (ASL) is the language of communication, and
English is used in written communication.

■ GAME MATERIALS
The PChem Challenge Game consists of a game board, 80
question cards, and pawns. The game board involves steps to
proceed from 1 to 100, which are squares of symbols of the
question cards, elements, and backward−forward prompts
(Figure 1). The question cards are divided into the following
four content categories: quantum chemistry, spectroscopy,
chemical kinetics, and fun facts (Table 1). A fifth category is a

Table 1. Categorization of the Question Cards Figure 2. Front and back of question cards in the quantum chemistry
(upper) and fun facts (lower) categories.

are intentionally put on the same side to encourage interaction


and improve learning. The board and card templates are
available in the Supporting Information for color print and
lamination (if preferred). The provided question card
templates give flexibility to the faculty to choose more
numerical or advanced questions of their own or the content
they prioritize. Card holders are recommended if the students
communicate through sign language.

■ GAME MECHANICS
The PChem Challenge Game was designed with traditional
“Snakes and Ladders” game mechanics in mind. The rather
ancient Snakes and Ladders game is completely based on luck,
as the players move the number of steps based on a rolled dice,
and drastic moving ahead or staying behind can happen if a
player lands on a ladder or a snake. The unique feature of the
PChem Challenge Game is that it is neither purely luck- nor
knowledge-based. The game attributes that are built in the
PChem Challenge Game are challenge, assessment, mystery,
and interaction. Most of the questions that the students need
to answer require understanding the concepts and drawing
conclusions. The questions also provide opportunities for
students to self-reflect on their own knowledge and identify
areas of improvement, hence, the assessment aspect testing the
a
See the Supporting Information for the printable game board and students’ command on the subject matter. The mystery arises
question cards. bInstructors can add customized questions in any from the randomized prompts on the board as well as whether
category. the player will hit a “ladder/absorption” to advance or a
C DOI: 10.1021/acs.jchemed.8b00757
J. Chem. Educ. XXXX, XXX, XXX−XXX
Journal of Chemical Education Activity

“snake/emission” to slide down. Perhaps the most impactful “pays their energy bill”, which slides him/her down akin
attribute is the interaction as the students interact intensely to “snakes”.
with one another, because they ask the questions, provide clues • Players on the squares with an element advance the
if necessary, judge the answers, remind the rules to one number of squares equal to the atomic number of that
another, and engage in social conversations. The elements of element.
the game include questions, rewards, and instant feedback.14
Given that the PChem Challenge Game has both knowledge • The player who first reaches the final square labeled as
and luck mechanics, the students never have to feel shy about “Finish 100” is the winner. Alternatively, if a timed stop
not answering questions correctly. In fact, it is a possibility that is agreed upon at the beginning, the player who
a less competent student has a good chance to win the game. progresses most within that time (i.e., is on the highest
For example, it is the first author’s experience while using the numbered square) is the winner.
game in her classroom that the least competent student won at
the very last move due to hitting a ladder creating an exciting
atmosphere and an unexpected ending to the game. Therefore,
■ HOW STUDENTS AND FACULTY REACT
The PChem Challenge Game was implemented once, a week
the game is designed in a way to ensure that students learn before the final examination of a Physical Chemistry I course in
while having fun without being embarrassed. a small class of five students at Gallaudet University. The
To play the PChem Challenge Game, two or more players course was a three-credit course, which met 3 h per week with
are needed. The rolled dice number is used to determine the weekly office hours with the professor (3 h). Throughout its
very first step of each player. After that, the players follow the implementation, the game became an intense medium for
prompts on the board squares to move further. Attributes that social and academic interaction. The game was played with a
make a player move forward are answering a question correctly predetermined time limit of 120 min and was ended with the
and landing on a ladder as well as random fun prompts on winning player having reached square 54.
board squares. Similarly, attributes that make a player move Brief verbal surveys at the time of implementation revealed
backward are an incorrect response to a question, landing on a that students found the game as a fun and efficient method to
snake, and random fun prompts on board squares. The game review the concepts. In other words, the students liked playing
may be set to last as long as it takes a player to reach the final the game as a way of reviewing the concepts that they have
square first, or a predetermined time limit may be used. already learned. One of the students commented that the game
The students interact immensely with the game and to some was “eye-opening” for him to see which concepts he needed to
extent with one another. Student interactions are of social particularly focus on for the final examination. Another student
nature mostly, but they are free to provide hints when their suggested the implementation of the game before each
peers are challenged. In fact, providing hints or rewording the examination. Later, the students were also asked to complete
question is encouraged; in this way, errors gain educational a survey about using the game in the physical chemistry class.
value and reduce the level of possible discomfort in the player. The survey instrument evaluated the impact of using the game
The game is turn-based, and losing a turn is contingent upon based on the dimensions of engagement, enjoyment of the
arriving at a second question card within the turn. The goal is lesson, enjoyment of the game, usefulness of the game, learning
to reach the final square first or, if a time limit is set, to be in opportunities that the game provided, and preference for
the most advanced position on the game board within that physical chemistry classes in which the game is used. The
period. engagement construct from Whitton15 and the enjoyment
The game rules are summarized as follows constructs from Crocco et al.16 and Fang et al.17 were used to
• Everyone places their pawn in the first square labeled as measure these dimensions. To measure the usefulness, learning
“Start 1”. opportunities, and preference dimensions, questions developed
• The player whose name comes first in the alphabet starts by Bourgonjon et al.18 were used.
the game. In their initial turn, the players roll a dice to In total, four of the students answered the survey, which was
determine which square they land first. If they ever requested on a voluntary basis. The students rated the items in
return to the start, then they roll a dice again. the survey instrument on a five-point Likert scale ranging from
• Players take turns in clockwise direction. The player on strongly disagree (1) to strongly agree (5). After the negative
the right reads the question card to the player on the left. items were reverse coded, data were analyzed using spread-
sheets and by computing the total score for each student on
• The player answering one question card correctly each dimension. The total scores were converted to
advances three squares and follows the prompts. S/he percentages, and the mean percentage for each scale was
goes back two squares if the question is answered calculated. The results demonstrate that the students’ ratings
incorrectly. In either case, the player stops when s/he were above 85%, meaning that overall, they strongly agreed
reaches a second question card. with each dimension (Figure 3). In other words, the students
• All question cards that are read out are collected in a thought that the PChem Challenge Game was engaging and
separate pile. If the players run out of cards, then these enjoyable, the class in which the game was used was enjoyable,
cards may be shuffled and reused. and the game was useful in learning and that it provided
• When a player lands on an absorption event, meaning learning opportunities. Furthermore, they indicated their
that energy is absorbed and an electron is excited, s/he preference for physical chemistry classes in which the game
follows the green arrow backward to “get to know their was utilized. As an example of the scores and their analysis,
energy source”. Absorption events advance players Table 2 shows the items from the usefulness scale with the
forward akin to “ladders” in the original game. Similarly, ratings breakdown and percentage computations.
when a player lands on an emission event, an electron is The following semester, students and faculty members in the
emitted, and energy is released, meaning that the player Department decided to form a chemistry club to promote
D DOI: 10.1021/acs.jchemed.8b00757
J. Chem. Educ. XXXX, XXX, XXX−XXX
Journal of Chemical Education Activity

playing the game. The faculty members found the game as an


effective educational tool for enhancing student engagement,
which in their view, was often lacking in courses like physical
chemistry. The faculty also commented that the game was
excellent in improving the students’ technical ASL. With that
being said, the game is noted as a particularly beneficial activity
for Gallaudet’s bilingual classrooms, because it is visual and
interactive.
A SWOT (strengths, weaknesses, opportunities, and threats)
analysis was conducted with the two faculty members. In
general, they provided positive feedback about using the game,
mostly centered around enhancing student learning and
Figure 3. Student ratings about the different dimensions of the
PChem Challenge Game. interactions. Some of their concerns were about student
acceptance and the need of a larger pool of questions. The
Table 2. Comparative Usefulness Item Ratings and results of this analysis are provided in Figure 4.
Percentages The faculty members also commented on whether the game
was useful in helping improve students’ technical ASL or their
Response Scoresa by Each scientific terminology in sign language. Both agreed that
Student
playing the game encouraged clear communication between
Usefulness Items: “Playing the PChem deaf students, which required proper use of technical ASL. The
Challenge Game in the classroom...” I II III IV
students made efforts to communicate in a way that their peers
...improves my performance. 4 5 4 5 understood the physical chemistry concepts they were trying to
...increases my learning productivity. 4 5 4 5 convey.


...enhances my effectiveness. 4 5 4 5
...helps me to achieve better grades. 4 5 4 5
Scale Total (Response score totals could have a 16 20 16 20
CONCLUSIONS AND IMPLICATIONS
range of 4−20.) The PChem Challenge Game has a potential in motivating
Total, % (N = 4) 80 100 80 100 students to study and reinforcing the learning of physical
a
Likert-scale scoring options: 1, strongly disagree; 2, disagree; 3, chemistry concepts, as revealed by student and faculty
neutral; 4, agree; 5, strongly agree. comments. A great asset of the game is that it enhances
learning through engaging the students in elaborating on
chemistry within the Deaf community and to encourage concepts while having fun. This becomes even more significant
informal learning of chemistry within the department. In the in diverse learning environments, as was the case in this study,
first informational meeting, a student praised the PChem where deaf students reported a positive effect. Positive student
Challenge Game that was implemented a semester before and perceptions and attitudes as well as engaging and motivating
suggested similar activities for the club so that the members strategies are especially important in the context of teaching
can sharpen their chemistry knowledge while having fun. physical chemistry because of its recognized unfavorable
In addition to implementing the game with students, two reputation. The PChem Challenge Game fills a gap of lack
chemistry faculty members at Gallaudet University were also of instructional tools to enhance student engagement in
invited to play the game and provide verbal feedback right after learning physical chemistry.

Figure 4. Faculty responses to SWOT questions about the PChem Challenge Game.

E DOI: 10.1021/acs.jchemed.8b00757
J. Chem. Educ. XXXX, XXX, XXX−XXX
Journal of Chemical Education Activity

On the basis of experience, it is recommended that the game in terms of enjoyment, engagement, and usefulness aspects. In
is used in lieu of a review session before each test of physical this regard, an additional study is underway to provide data on
chemistry during a semester/quarter. The timing is also a larger student sample in different institutions. In addition, a
important; it should be most productive if the students play the digital version of the game is being developed in our lab to
game at least 3 days before exams so that they have a chance to include more interactive components and align the game with
work on their identified areas of improvement. the necessities of today’s digital world.
Instructors should be aware that implementing the game in
large-size classes might pose some challenges. In such cases,
the class may be divided into small groups. Multiple games

*
ASSOCIATED CONTENT
S Supporting Information
might be needed, as we suggest up to six players for each game
board. For class sizes with up to 24 students, 3−4 groups may The Supporting Information is available on the ACS
be formed with each group consisting of 6−8 students. All Publications website at DOI: 10.1021/acs.jchemed.8b00757.
groups can play the game at the same time; depending on the PChem Challenge Game Board (PDF)
classroom setting, they can use desks or sit on the floor. The PChem Challenge Game Question Cards (PDF)


instructor will be walking around in a facilitator role and
provide further explanations if necessary, for topical questions.
Implementing the game in a classroom setting with a white/ AUTHOR INFORMATION
blackboard will be an asset, as it can be utilized for further Corresponding Author
explanations by students themselves or the instructor. For *E-mail: tugba.kucukkal@gallaudet.edu.
larger classes, such as a class of 50 students, the class can be
ORCID
divided into two and follow our suggestions above for each
half. In this case, half of the class may be facilitated by the Tugba G. Kucukkal: 0000-0002-2559-2001
instructor, and the other half may be facilitated by a teaching Ajda Kahveci: 0000-0002-3394-6914
assistant. Alternatively, the instructor may hold two separate Notes
sessions at different times for each half of the class.
The authors declare no competing financial interest.


In order to address the possibility of future cohorts of
students knowing the answers of the questions through
ACKNOWLEDGMENTS
communication with their elder peers, having a larger pool
of questions might be a useful strategy. For example, a pool of We acknowledge the participation of the students and faculty
40 questions in each subject may be prepared, and half of it at Gallaudet University in the implementation of the game and
may be used each time. The chances that the exact same are grateful for their favorable feedback.
questions will be seen by students would be every other year.
On the other hand, learning from elder peers might in fact
prove to be a useful way of practicing learning and enhancing
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G DOI: 10.1021/acs.jchemed.8b00757
J. Chem. Educ. XXXX, XXX, XXX−XXX

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