The Influence of Gamified Platforms on Student Engagement in Animation Design

This study explores the effects of gamified platforms on engagement in animation design education. To this end, the current study integrates points, badges, leaderboards, and challenges into a gamification platform to meet the requirements of animation design, namely creativity, technical mastery, and motivation. The quasi-experimental design was adopted, wherein engagement metrics of students working with a gamified interface were compared with those in a conventional learning environment. The gamified group emerged as having a significantly higher completion rate on the tasks, duration of sessions, and collaboration scores compared to the non-gamified condition. Supporting this, qualitative feedback by participants further recommended that gamification boosts motivation, reduces stress, and promotes teamwork. This indicates the possibilities of such platforms in making the learning experience more engaging in creative disciplines while in play. This concludes with recommendations for including gamification in curricula related to animation design, along with avenues for further research on the long-term impact on learning outcomes and creativity.

Authors

Publication Details

Journal
Membrane Technology
Published
2024-12-30
DOI
https://doi.org/10.52710/mt.167
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

The Influence of Gamified Platforms on Student Engagement in Animation Design

Xinyu Ma
Membrane Technology
Educational Games and Gamification
article

The Influence of Gamified Platforms on Student Engagement in Animation Design

Xinyu Ma
article en

Abstract

This study explores the effects of gamified platforms on engagement in animation design education. To this end, the current study integrates points, badges, leaderboards, and challenges into a gamification platform to meet the requirements of animation design, namely creativity, technical mastery, and motivation. The quasi-experimental design was adopted, wherein engagement metrics of students working with a gamified interface were compared with those in a conventional learning environment. The gamified group emerged as having a significantly higher completion rate on the tasks, duration of sessions, and collaboration scores compared to the non-gamified condition. Supporting this, qualitative feedback by participants further recommended that gamification boosts motivation, reduces stress, and promotes teamwork. This indicates the possibilities of such platforms in making the learning experience more engaging in creative disciplines while in play. This concludes with recommendations for including gamification in curricula related to animation design, along with avenues for further research on the long-term impact on learning outcomes and creativity.

Membrane Technology
Openalex Percentile: Top 67%
Educational Games and Gamification
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