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Instructional Design | Interactive Learning | Evaluation

Interactive Educational Games

Game-based learning for Grade 2 Science

Project overview

Game-based learning for Grade 2 Science

Seven curriculum-aligned games designed to reinforce the Plants & Pollinators learning sequence through purposeful interaction and immediate practice.

The challenge

Starting with a real educational need.

The design challenge was to turn key Plants & Pollinators concepts into age-appropriate interactions that reinforced instruction rather than distracting from the learning objectives.

Design objectives

  • Reinforce plant structures and scientific vocabulary.
  • Practise plant life-cycle sequencing.
  • Apply understanding through environmental decisions.
  • Observe both usability and learning evidence as part of a wider sequence.

Design approach

Process and decisions

  1. 01Define curriculum-linked learning objectives
  2. 02Match game mechanics to the intended learning
  3. 03Prototype seven interactions with Codex
  4. 04Use each game after its related instructional content
  5. 05Observe navigation and learner response
  6. 06Review follow-up project work
  7. 07Identify design improvements

Play the games

Seven standalone learning experiences

Explore seven interactive games designed for a Grade 2 Plants and Pollinators unit. Each uses active participation and feedback to support a specific learning objective.

Screenshot of Save the Seedling

Grade 2 · Plants and Pollinators

Save the Seedling

Learning objective
Recognise the sunlight, water, air, soil nutrients and space plants need to grow.
Interaction
Choose the useful item from three options across five rounds.
Feedback
Immediate explanatory responses distinguish genuine plant needs from distractors.
Design rationale
Repeated choices reinforce essential needs while visible plant growth represents progress.
Play Game
Screenshot of Pollen Detective

Grade 2 · Plants and Pollinators

Pollen Detective

Learning objective
Identify petals, pollen, the stigma and where pollen must land.
Interaction
Investigate a flower through four visual hotspot challenges.
Feedback
Correct answers earn badges and reveal science explanations; errors invite another choice.
Design rationale
Guided visual investigation focuses attention on structures involved in pollination.
Play Game
Screenshot of Bee’s Pollination Mission

Grade 2 · Plants and Pollinators

Bee’s Pollination Mission

Learning objective
Model how a bee transfers pollen between flowers.
Interaction
Guide a bee between matching flowers, collect pollen and avoid garden obstacles.
Feedback
Mission messages, points, nectar energy and visible garden changes show progress.
Design rationale
The simulation turns an otherwise invisible biological process into an observable sequence.
Play Game
Screenshot of Perfect Partners

Grade 2 · Plants and Pollinators

Perfect Partners

Learning objective
Explain how flowering plants and different pollinators help one another.
Interaction
Complete 12 matching and decision challenges across six pollinator types.
Feedback
Correct answers animate each partnership and grow the garden; errors provide another attempt.
Design rationale
Varied examples help learners generalise the plant–pollinator relationship beyond bees.
Play Game

Each game opens independently in a new browser tab. No login or personal information is required.

Classroom implementation

Observation across the wider learning sequence.

The seven games were used with 11 Grade 2 students from 14 to 18 September 2026, after the corresponding instructional content on a Promethean display.

Engagement observations

Students were enthusiastic; Race to Grow and Pollinator Protector generated particularly strong interest and requests to replay.

Usability observations

Navigation was generally successful. Seed placement in Build a Plant revealed a need for clearer guidance or more intuitive controls.

Learning evidence

Follow-up booklet work provided evidence from the complete sequence of direct teaching, discussion, games and project work.

Learning evidence

9 / 11

students demonstrated clear understanding in follow-up work

Approximately 82%. This reflects the complete instructional sequence—not the games in isolation.

Evaluation and Evidence

  • Follow-up evidence came from a Plants & Pollinators project booklet; two students found it difficult to recall the functions of plant parts.
  • Engagement observations and learning evidence were considered separately.

Limitations

  • The small classroom group does not support generalised conclusions.
  • The instructional sequence included slides, discussion, games and project work, so causation cannot be attributed to the games.
  • More systematic usability data would strengthen the evaluation.

Reflection

  • Strong engagement is valuable, but it is not a substitute for evidence of learning.
  • Age-appropriate interaction design matters: a small control issue can become a barrier to demonstrating understanding.
  • Additional scaffolding is needed where learners still struggle with the function of plant parts.

Future improvements

  • Redesign seed placement in Build a Plant.
  • Add clearer scaffolded feedback for plant-part functions.
  • Collect structured observation data in a future implementation.
  • Continue structured accessibility and usability testing across desktop and tablet interactions.

Supporting evidence

Case study documents

Open the formatted PDF case study and supporting source material.