UNLOCKING THE SECRETS OF HEXAPODS: GAMIFIED APP TOOLS FOR IMPROVED MORPHOLOGY STUDIES IN HIGHER EDUCATION
M. Gregori1, J. Abella1, M. Ferrer-Suay1, A. Martínez-Orti1, M.G. Nieto1, V. Blasco1, J. Pérez1, G. Pérez De Lanuza1, M.H. Cornejo-Rodríguez2, A. Lazaro1, J. Selfa Arlandis1, G.A. Vera3
The main goal of this project is to create both a web and mobile application that enhances the learning of arthropod body plans through a 3D model of a hexapod. The grasshopper (Schistocerca gregaria), commonly used in Zoology labs at the Faculty of Biological Sciences, University of Valencia, has been selected as the model species. By integrating Information and Communication Technology (ICT) with gamification strategies, these tools are expected to improve the quality of laboratory practives. Previous studies suggest that educational applications utilizing gamification boosts student curiosity and promotes self-directed learning.
The use of a 3D model will provide spatial understanding of structural features, complementing the 2D drawings students engage with in the classroom. The development of these applications will enable interactive exploration of the external anatomical morphology of studied organisms, with drop-down descriptions that scaffold students' learning of key zoological terms. This approach supports students in mastering the skills needed for accurate zoological descriptions, which they apply during laboratory exercises, involving dissection and analysis of structures such as mouthparts or tagmata. The proposed tools represent the first step toward extending this pedagogical framework to other taxonomic groups, including poriferans, cnidarians, mollusks, annelids, nematodes, and additional arthropods.
These applications will support students in both recognizing and studying key structures through a game-based learning approach, allowing them to challenge themselves or compete with peers. Students will be able to repeatedly view critical structures, reinforcing their understanding of diagnostic characteristics across several invertebrate taxa. The applications will be used not only in practical lab sessions but also outside the classroom, extending and deepening the gained knowledge. Additionally, these apps will include electronic self-assessment tools that provide real-time feedback on each student's learning progress, helping them take control of their own learning.
Keywords: Mobile application, Hexapods, 3D model, gamification, ICT, laboratory practices, University.