Gamification in Education: Enhancing the Students Engagement and Learning Achievements through the Integration Use of Game based Learning

The aim of this study is to determine the impact of gamification in encouraging learners' involvement, achievement and learning activities within learning institutions. Here, game characteristics include the issuance of points, competition, incentives, and feedback mechanisms to be used in game force. The goal of integrating these elements into the conventional contexts of teaching and learning approach is, therefore, to determine whether the application of gamified features can increase students' engagement and consequently improve their academic performance. Consequently, this research employs a quantitative research paradigm to capture and explain the effects of gamification on learning behaviors and performance. The study will compare two distinct groups: The first class will be introduced to learning through games, whereas the second class will be taught in a normal, conventional manner. Questionnaires will be used as data collection tools so that both groups will complete questionnaires about their learning experiences, interests and perceived learning achievements. Through the analyses of these surveys, the present research aims to establish whether gamification can help enhance engagement and learning achievements over traditional stimuli. This research aims to provide enlightening results that help to answer the question of whether it is possible to make use of the means of games to enhance the learning activities and students' activity and results, thus enriching the field of educational technology. Besides, the study may also provide recommendations to instructors in terms of creating bespoke and relevant teaching and learning environments that can enhance learning outcomes for learners of different profiles.

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Publication Details

Journal
˜The œKnowledge
Published
2024-11-26
DOI
https://doi.org/10.63062/tk/2k24a.31016
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
2.37
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article

Gamification in Education: Enhancing the Students Engagement and Learning Achievements through the Integration Use of Game based Learning

Rajwali Khan, Mubashir Ahmad
3 citations
˜The œKnowledge
Educational Games and Gamification
2.37
article

Gamification in Education: Enhancing the Students Engagement and Learning Achievements through the Integration Use of Game based Learning

Rajwali Khan, Mubashir Ahmad
article en
3 citations

Abstract

The aim of this study is to determine the impact of gamification in encouraging learners' involvement, achievement and learning activities within learning institutions. Here, game characteristics include the issuance of points, competition, incentives, and feedback mechanisms to be used in game force. The goal of integrating these elements into the conventional contexts of teaching and learning approach is, therefore, to determine whether the application of gamified features can increase students' engagement and consequently improve their academic performance. Consequently, this research employs a quantitative research paradigm to capture and explain the effects of gamification on learning behaviors and performance. The study will compare two distinct groups: The first class will be introduced to learning through games, whereas the second class will be taught in a normal, conventional manner. Questionnaires will be used as data collection tools so that both groups will complete questionnaires about their learning experiences, interests and perceived learning achievements. Through the analyses of these surveys, the present research aims to establish whether gamification can help enhance engagement and learning achievements over traditional stimuli. This research aims to provide enlightening results that help to answer the question of whether it is possible to make use of the means of games to enhance the learning activities and students' activity and results, thus enriching the field of educational technology. Besides, the study may also provide recommendations to instructors in terms of creating bespoke and relevant teaching and learning environments that can enhance learning outcomes for learners of different profiles.

˜The œKnowledgeVol. 3(1)
Northern University (PK)
Quality Education
Openalex Percentile: Top 10%
Educational Games and Gamification
2.37
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