The Mobile Gamification for Early Literacy: An Analysis of Learning Outcomes and Engagement

This study aimed to evaluate the impact of gamified apps on phonemic awareness, vocabulary, and reading comprehension. The study aims to explore the relationship between engagement levels and literacy outcomes. A quasi-experimental design involving pretest and post-test assessments of 200 children aged 5 to 7 divided equally into experimental and control groups. The experimental group used gamified learning apps, while the control group engaged in traditional learning activities. Data were analyzed using paired t-tests, independent sample t-tests, ANCOVA, and multiple regression analyses. The findings revealed that the experimental group showed significant improvements in all literacy measures compared to the control group. Higher engagement with the gamified apps was positively associated with more significant literacy gains. The study concludes that gamified mobile learning apps enhance early childhood literacy by increasing engagement and motivation. These results have important implications for educators and policymakers, suggesting that integrating gamified elements into early childhood education can significantly improve literacy outcomes. Educational technology developers are encouraged to design engaging and motivational learning tools to maximize educational benefits.

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Publication Details

Journal
Journal of Advances in Humanities Research
Published
2024-12-21
DOI
https://doi.org/10.56868/jadhur.v3i4.234
Citations
1
Primary Topic
Mobile Learning in Education
Type
article
Field-Weighted Citation Impact
0.78
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article

The Mobile Gamification for Early Literacy: An Analysis of Learning Outcomes and Engagement

Yanyu Wang, Jing Zhang, Ziyan Guo, Liu Li
1 citations
Journal of Advances in Humanities Research
Mobile Learning in Education
0.78
article

The Mobile Gamification for Early Literacy: An Analysis of Learning Outcomes and Engagement

Yanyu Wang, Jing Zhang, Ziyan Guo, Liu Li
article en
1 citations

Abstract

This study aimed to evaluate the impact of gamified apps on phonemic awareness, vocabulary, and reading comprehension. The study aims to explore the relationship between engagement levels and literacy outcomes. A quasi-experimental design involving pretest and post-test assessments of 200 children aged 5 to 7 divided equally into experimental and control groups. The experimental group used gamified learning apps, while the control group engaged in traditional learning activities. Data were analyzed using paired t-tests, independent sample t-tests, ANCOVA, and multiple regression analyses. The findings revealed that the experimental group showed significant improvements in all literacy measures compared to the control group. Higher engagement with the gamified apps was positively associated with more significant literacy gains. The study concludes that gamified mobile learning apps enhance early childhood literacy by increasing engagement and motivation. These results have important implications for educators and policymakers, suggesting that integrating gamified elements into early childhood education can significantly improve literacy outcomes. Educational technology developers are encouraged to design engaging and motivational learning tools to maximize educational benefits.

Journal of Advances in Humanities ResearchVol. 3(4)
INTI International University (MY), Guizhou Education University (CN)
Quality Education
Openalex Percentile: Top 18%
Mobile Learning in Education
0.78
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