Play is an important human behavior; many studies in the fields
of philosophy and psychology have emphasized the importance of
play in human life (Bruner, 1972; Gross, 1901; Millar, 1968;
Patrick, 1916; Schiller, 1954; Sutton-Smith, 1967; Vygotsky,
1967). Prensky (2007) suggested diverse advantages and features
of digital game-based learning (DGBL) that include entertainment,
regularity, objectives, human–computer interaction, feedback,
problem-solving abilities, interactivity, and scenarios, all of which
may enhance the learning process. Presently, DGBL has gained the
attention of educational technology researchers, and a considerable
number of studies have identified positive effects and the value of DGBL (Amory & Seagram, 2003; Annetta, 2010; Annetta,
Minogu, Holmes, & Cheng, 2009; Hou, 2012; Kiili, 2005; Kiili,
2007; Kim, Park, & Baek, 2009).
To facilitate the construction of procedural knowledge (such as
experimental procedures in chemistry) for learners in science
courses, laboratory teaching with experiment manipulations has
been commonly employed. However, the factors of cost, time,
and space in laboratory teaching may limit the number of times
the learners can enter the lab and thus the frequency of manipulation
(e.g., Limniou, Papadopoulos, & Whitehead, 2009; Mitchell &
Savill-Smith, 2004). Thus, to help learners conduct science experiment
activities and understand scientific knowledge after physical
manipulation, technology-supported instruction in science procedural
knowledge has gradually gained prominence (Akpinar &
Bal, 2006; Liu & Su, 2011; Pol, Harskamp, & Suhre, 2005; Yang, &
Heh, 2007). Studies have also observed that applications of educational
technology enhance learners’ ability to explore and plan and
enhance their procedural knowledge in laboratory learning (Pol,
Harskamp, Suhre, & Goedhart, 2008; Pol et al., 2005).