GAME 101: An Online Gamified Learning Platform For Data Structure And Algorithms
There is significant impact of Gamified Learning in educational contexts due to its potential to improve student engagement and motivation. This literature review synthesizes research on the application of games in academics and understanding their impact on learning outcomes and student behavior. This review explores various gamified elements and how they effect cognitive, behavioral and affective engagement of students. The findings suggest that while gamified learning can significantly enhance student motivation and engagement, its success is contingent upon thoughtful implementation and alignment with educational objectives. Gamified learning is a powerful tool that educators can use, it shows great potential in contributing to enhancing student engagement and motivation. The application of game-based elements in academic environments have shown a great deal in research towards learning outcomes and student behavior. Points, badges, leaderboards and storytelling elements are all forms of gamification that have been shown to affect engagement around cognitive (knowledge acquisition), behavior (actions students perform based on how motivating the environment is designed) or Affective outcomes. It has been shown, through studies that gamified learning can help increase student motivation effectively and create more immersive interactivity in the process of learning. Nevertheless, the efficacy of these approaches relies extensively on appropriately designing gamified elements and aligning them with specific educational aims. Poorly implemented or inappropriate gamification may even lead to disengagement and in some cases, counterproductive results. While gamified learning holds promise for transforming educational practices, its efficacy hinges on strategic planning and a clear understanding of the educational goals it aims to achieve. A balanced view regarding the integration of gamification is vital to make it a supplement and not as an alternative; which would amplify its effect on students learning.
Authors
- P. Sri Chandana
- N Toyaad Kumar Reddy
- Ke Bai (ORCID: https://orcid.org/0000-0001-6025-6903)
- G. Senthil Kumar (ORCID: https://orcid.org/0000-0003-2712-9587)
- P Sai
- Tirumalagiri Shatvika Shadvini
Institutions
- Vignana Jyothi Institute of Management (IN)
Publication Details
- Published
- 2024-12-13
- DOI
- https://doi.org/10.1109/ictbig64922.2024.10911707
- Citations
- 1
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.79