Leveraging Gamification in Science Learning for Secondary Students

This project aims to study the usefulness of incorporating gamification for science learning, for secondary school students. Ever since, the Science subject has been a hassle to the students, as well as the teachers. Therefore, a web-based system with gamification has been proposed. The waterfall model was chosen as the project's methodology, which consists of planning, analysis, design, implementation, testing, and documentation phases. Firebase was used as the cloud database to ease data storage and analysis. The selection was made to ensure the data from interactive activities such as watching films and doing exercises was securely gathered and used. Students earned points, badges, and were ranked as they performed assignments, adding a competitive element to the learning experience. A usability test was carried out to assess the success of the gamified learning platform using PSSUQ (Post-Study System Usability Questionnaire). The survey participants were chosen randomly from a group of high school students and teachers. After using the gamified website, they were asked to submit feedback by answering 16 constructed questions. Positive feedback was gathered from the survey, as most of the questions recorded mean values between 4.0 and 4.5. Hopefully, this study will provide further information regarding the effectiveness of gamification in learning, particularly in science learning for secondary students.

Authors

Institutions

Publication Details

Journal
Applied Mathematics and Computational Intelligence (AMCI)
Published
2024-11-07
DOI
https://doi.org/10.58915/amci.v13i4.1477
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Leveraging Gamification in Science Learning for Secondary Students

Nurtihah Mohamed Noor, N A Rahim, Hawa Mohd. Ekhsan
Applied Mathematics and Computational Intelligence (AMCI)
Educational Games and Gamification
article

Leveraging Gamification in Science Learning for Secondary Students

Nurtihah Mohamed Noor, N A Rahim, Hawa Mohd. Ekhsan
article en

Abstract

This project aims to study the usefulness of incorporating gamification for science learning, for secondary school students. Ever since, the Science subject has been a hassle to the students, as well as the teachers. Therefore, a web-based system with gamification has been proposed. The waterfall model was chosen as the project's methodology, which consists of planning, analysis, design, implementation, testing, and documentation phases. Firebase was used as the cloud database to ease data storage and analysis. The selection was made to ensure the data from interactive activities such as watching films and doing exercises was securely gathered and used. Students earned points, badges, and were ranked as they performed assignments, adding a competitive element to the learning experience. A usability test was carried out to assess the success of the gamified learning platform using PSSUQ (Post-Study System Usability Questionnaire). The survey participants were chosen randomly from a group of high school students and teachers. After using the gamified website, they were asked to submit feedback by answering 16 constructed questions. Positive feedback was gathered from the survey, as most of the questions recorded mean values between 4.0 and 4.5. Hopefully, this study will provide further information regarding the effectiveness of gamification in learning, particularly in science learning for secondary students.

Applied Mathematics and Computational Intelligence (AMCI)Vol. 13(4)
Universiti Malaysia Perlis (MY), Universiti Teknologi MARA (MY)
Quality Education
Openalex Percentile: Top 75%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.