Chantal Lathwesen

Ms. Chantal Lathwesen

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Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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21 June 2021 in Education Sciences
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CLChantal Lathwesen
Chantal Lathwesen
Nadja BelovaNadja Belova
Nadja Belova
In the last decade, game-based learning has received growing attention in educational contexts in general and science education in particular. A recent game trend, which has also found its way into STEM classrooms, is escape rooms. In this type of game, players have to work through several puzzles to achieve a specific goal (mostly to escape from an actual room). We conducted a systematic literature review to find out whether the “market” for such games is already saturated or if there is still potential for further development. After searching the common databases (ERIC, Web of Science, and Google Scholar, as well as the German database FIS Bildung), we analyzed 93 journal articles, book chapters, and conference papers in English and German from the following domains: chemistry, physics, biology, mathematics, computer science, general science (interdisciplinary), environmental science, and medicine. We selected the ones that targeted a specific educational level (primary, secondary or tertiary education) and were designed for formal educational settings. It transpired that there is a need for more easily adaptable escape rooms as well as for more empirical evidence on their actual effects.



23 February 2024 in Action Research and Innovation in Science Education
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CLChantal Lathwesen
Chantal Lathwesen
Nadja BelovaNadja Belova
Nadja Belova
In recent years the popularity of educational escape rooms increased. To escape as fast as possible, learners must solve different puzzles in a collaborative manner. The puzzle structure is reminiscent of problem- or inquiry-based learning. Therefore, educational escape rooms are particularly suitable for science education. This paper describes the development and first evaluation of an educational escape room for the chemistry classroom called Acid Base Global. Acid Base Global deals with typical acid-bases reactions, neutralization, chemical formulas, the pH-value, identification of acids, bases and ampholytes as well as the Brønsted-Lowry-theory. It can be used to review and consolidate content knowledge and to diagnose learning difficulties. Acid Base Global was first implemented in an upper secondary chemistry course consisting of 16 students. A questionnaire containing six open questions and 16 Likert items was used for evaluation. All groups were able to escape within the given time limit, although the format was challenging for the students. Overall, learners were interested in the game concept and found it to be a fun approach to repeat and apply their chemical knowledge in a different way.

16 April 2024 in Sustainability
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SSSabrina Syskowski
Sabrina Syskowski
CLChantal Lathwesen
Chantal Lathwesen
NMNikolai Maurer
Nikolai Maurer
CLChantal Lathwesen
Chantal Lathwesen
Ingo EilksIngo Eilks
Ingo Eilks
Johannes HuwerJohannes Huwer
Johannes Huwer
As the use of handheld devices continues to proliferate in both private and educational sectors, critical questions emerge concerning the end-of-life management of materials and strategies to curtail waste generation. Augmented reality (AR) technology presents novel avenues for engaging students in science education. This paper presents a novel didactic methodology through a tablet-based, digitally enriched learning scenario that focuses on the properties, synthesis, substitution, and recycling of plastics, particularly in the context of iPads. The scenario utilizes AR technology to provide new perspectives on plastics’ chemistry, fostering interest and understanding. Additionally, the present study employs quantitative methods to investigate the impact on situational interest and understanding concerning learning with iPads and learning about plastics used in iPads on students. The analysis also includes an examination of attitudes toward learning experiences based on AR. A total of 65 secondary students participated in the study. The findings contribute to the ongoing debate on context-based learning and its impact on students’ interest and engagement in science education.