Impact of Inquiry-Based Science Learning with a Gamification Instruction Framework towards Mastery of Science Process Skills

This study seeks to evaluate the impact of gamification on a science teacher's trainee academic performance, specifically in relation to learning performance.Utilizing quantitative research methodology, a single-group pretest-posttest experimental design was applied.The research was conducted during the semester of the academic year, involving Part 8 students.The experimental group engaged with a gamified science learning platform, while the control group followed the standard curriculum.The intervention lasted 14 weeks and data were gathered from the experimental group benefiting from interactive educational software and the control group using traditional textual materials.Upon post-intervention testing, results revealed a significant enhancement in the experimental group's problem-solving abilities, demonstrating that gamification substantially enriches the learning experience and fosters greater engagement and mastery of scientific concepts compared to conventional teaching methods.

Authors

Publication Details

Journal
International Journal of Academic Research in Business and Social Sciences
Published
2024-10-04
DOI
https://doi.org/10.6007/ijarbss/v14-i10/22966
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58
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article

Impact of Inquiry-Based Science Learning with a Gamification Instruction Framework towards Mastery of Science Process Skills

Noor Azean Atan, Siti Fairuz Dalim, Nurshamshida Md Shamsudin
2 citations
International Journal of Academic Research in Business and Social Sciences
Educational Games and Gamification
1.58
article

Impact of Inquiry-Based Science Learning with a Gamification Instruction Framework towards Mastery of Science Process Skills

Noor Azean Atan, Siti Fairuz Dalim, Nurshamshida Md Shamsudin
article en
2 citations

Abstract

This study seeks to evaluate the impact of gamification on a science teacher's trainee academic performance, specifically in relation to learning performance.Utilizing quantitative research methodology, a single-group pretest-posttest experimental design was applied.The research was conducted during the semester of the academic year, involving Part 8 students.The experimental group engaged with a gamified science learning platform, while the control group followed the standard curriculum.The intervention lasted 14 weeks and data were gathered from the experimental group benefiting from interactive educational software and the control group using traditional textual materials.Upon post-intervention testing, results revealed a significant enhancement in the experimental group's problem-solving abilities, demonstrating that gamification substantially enriches the learning experience and fosters greater engagement and mastery of scientific concepts compared to conventional teaching methods.

International Journal of Academic Research in Business and Social SciencesVol. 14(10)
Quality Education
Openalex Percentile: Top 15%
Educational Games and Gamification
1.58
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