The Impact of Gamification on Student Engagement and Learning in Science: A Study on Team Jeopardy

Student engagement in a science classroom is challenging and most students perceive science courses as difficult. Gamification is an emerging strategy used by educators across various disciplines to increase student engagement and promote active learning. One known gamification technique is team Jeopardy, however, there is a gap in knowledge about the effectiveness of team Jeopardy in a biology classroom at the community college level. We hypothesized that team Jeopardy would improve student engagement and academic performance when implemented in biology courses. To assess this hypothesis, we used a one-group pretest-posttest study design and quantitative student surveys on 55 Community College of Baltimore County students who were enrolled in 4 different biology courses. Students’ academic performance was measured using pre/post quizzes before and after a game of team Jeopardy was implemented. In addition, student perception and engagement were measured using surveys. Using paired t-tests, we found a statistically significant improvement in student quiz scores after team Jeopardy implementation with varying magnitudes of improvement across different biology courses. Quantitative analysis of survey data indicated a positive impact of team Jeopardy on subject matter retention, student engagement, student confidence, and enthusiasm in the classroom. In conclusion, gamification techniques like team Jeopardy have a positive impact on student engagement and performance. Thus, this study has useful implications for science educators seeking to enhance student success by creating dynamic and stimulating learning environments.

Authors

Publication Details

Journal
Teaching and Learning Excellence through Scholarship
Published
2024-08-08
DOI
https://doi.org/10.52938/tales.v4i1.3207
Primary Topic
Technology Adoption and User Behaviour
Type
article
Field-Weighted Citation Impact
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article

The Impact of Gamification on Student Engagement and Learning in Science: A Study on Team Jeopardy

Thushangi Pathiraja, Akshan S. Ranasinghe
Teaching and Learning Excellence through Scholarship
Technology Adoption and User Behaviour
article

The Impact of Gamification on Student Engagement and Learning in Science: A Study on Team Jeopardy

Thushangi Pathiraja, Akshan S. Ranasinghe
article en

Abstract

Student engagement in a science classroom is challenging and most students perceive science courses as difficult. Gamification is an emerging strategy used by educators across various disciplines to increase student engagement and promote active learning. One known gamification technique is team Jeopardy, however, there is a gap in knowledge about the effectiveness of team Jeopardy in a biology classroom at the community college level. We hypothesized that team Jeopardy would improve student engagement and academic performance when implemented in biology courses. To assess this hypothesis, we used a one-group pretest-posttest study design and quantitative student surveys on 55 Community College of Baltimore County students who were enrolled in 4 different biology courses. Students’ academic performance was measured using pre/post quizzes before and after a game of team Jeopardy was implemented. In addition, student perception and engagement were measured using surveys. Using paired t-tests, we found a statistically significant improvement in student quiz scores after team Jeopardy implementation with varying magnitudes of improvement across different biology courses. Quantitative analysis of survey data indicated a positive impact of team Jeopardy on subject matter retention, student engagement, student confidence, and enthusiasm in the classroom. In conclusion, gamification techniques like team Jeopardy have a positive impact on student engagement and performance. Thus, this study has useful implications for science educators seeking to enhance student success by creating dynamic and stimulating learning environments.

Teaching and Learning Excellence through ScholarshipVol. 4(1)
Quality Education
Openalex Percentile: Top 73%
Technology Adoption and User Behaviour
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