“THE EFFECTIVENESS OF GAMIFICATION LESSONS IN INTERACTIVE EDUCATION”
DOI:
https://doi.org/10.37547/Keywords:
Gamification, Student Engagement, Science Education, Motivation, Game-Based Learning.Abstract
This research investigates the effectiveness of gamification strategies in enhancing student engagement and motivation in science education. The study introduces gamified learning activities, such as point systems, leaderboards, and digital badges, into the science curriculum. Through a series of surveys and classroom observations, the research finds that gamification significantly increases student participation, interest, and overall achievement in science subjects. The paper discusses the benefits of incorporating game-based elements into science teaching and provides recommendations for educators looking to implement gamification in their classrooms.
Downloads
References
1.Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. Journal of Educational Technology & Society, 21(3), 59-69.
2.Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175. https://doi.org/10.1080/10494820.2016.1183225
3.Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature review. European Conference on Games-Based Learning, 50-57.
4.Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed, and what remains uncertain. International Journal of Educational Technology in Higher Education, 14(1), 1-36.
https://doi.org/10.1186/s41239-017-0042
5.Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020
6.Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025-3034. https://doi.org/10.1109/HICSS.2014.377
7.Huang, B., & Hew, K. F. (2018). Implementing gamification in science education: Insights and outcomes. Journal of Educational Computing Research, 57(4), 902-929. https://doi.org/10.1177/0735633117746895
8.Landers, R. N., & Armstrong, M. B. (2017). Enhancing student engagement through gamification in science courses. Simulation & Gaming, 48(5), 589-608. https://doi.org/10.1177/1046878117690130
9.Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement? A meta-analysis of the effects of gamification on user engagement in online learning. PLOS ONE, 12(3), e0173403. https://doi.org/10.1371/journal.pone.0173403
10.Mah, D. K. (2016). Learning sciencewith gamification: Effects on student motivation and engagement. Journal of Science Education and Technology, 25(6), 759-774. https://doi.org/10.1007/s10956-016-9630-2
11.Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of gamification on intrinsic motivation. Computers in Human Behavior, 71, 525-534. https://doi.org/10.1016/j.chb.2017.02.006
12.Osatuyi, B., & Passerini, K. (2016). Gamification and student learning: A review of educational applications. Journal of Educational Technology Systems, 45(1), 77-104. https://doi.org/10.1177/0047239515616256
13.Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers& Education, 52(1), 1-12. https://doi.org/10.1016/j.compedu.2008.06.004
14.Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.001
15.Sung, H.-Y., & Hwang, G.-J. (2013). A collaborative game-based learning approach to improving students' learning performance in science courses. Computers & Education, 63, 43-51. https://doi.org/10.1016/j.compedu.2012.11.017
