Symposium AI and Technology
S4 - Gamifying CEGEP Science Education: Exploring Tailored Educational Video Games for Enhanced Classroom Learning in Physics, Biology and Chemistry
Room: H-421
The objective of this study was to conceptualize and implement three educational video games in biology, chemistry, and physics CEGEP classes to meet the needs of diverse science learners. As such, this presentation will focus on three teachers’ process of designing their video games by drawing on key educational theories (e.g., Bruner’s theory of instruction). The presentation will also discuss the effects of the video games on CEGEP students’ learning experiences and academic achievement.
Presenter(s)

Neerusha Gokool-Baurhoo
Université de Montréal, MontrealCurrently, I am a PhD Candidate in Education at McGill University. My research focuses on exploring academic barriers that college (CEGEP) students with learning disabilities (LD) encounter in science education. As well, I am examining barriers that college science teachers experience in teaching their students with LD, and strategies that they employ to overcome their challenges. In collaboration with professionals and teachers at John Abbott CEGEP, I am investigating the impact of an intervention-based strategy on academic outcomes and motivation levels of student athletes.
I am also a part-time course lecturer in the Department of Animal Science, McGill University.
Nadim Boukhira
Dawson College, MontrealTania Peres
John Abbott College, MontrealAdditional Information
- Organizer
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SALTISE
- Language
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English