Integrating Gamified Learning Environments Into Regular Classrooms For Deeper Understanding Of Concepts Of Science

Gamification in education has drawn attention for its possibility to boost student engagement and learning outcomes. This research investigates the integration of gamified platforms like Kahoot, Blooket, and quizzes into regular middle school science classrooms to promote deeper understanding of science concepts. The purpose of the study is to investigate the effectiveness of gamification in improving student comprehension, involvement, and retention of science concepts. Methodologically, it fuses a mixed-methods approach, combining qualitative observations and quantitative tests to examine how well the gamified lessons on the academic achievement of student and attitudes towards science. Findings indicate that gamification positively improves student learning experiences, providing active participation and increases motivation. The study summarizes with educational implications and recommendations for further research.

Authors

Publication Details

Journal
Revista Electronica de Veterinaria
Published
2024-12-06
DOI
https://doi.org/10.69980/redvet.v25i1.1782
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Integrating Gamified Learning Environments Into Regular Classrooms For Deeper Understanding Of Concepts Of Science

Cynthia Joseph
Revista Electronica de Veterinaria
Educational Games and Gamification
article

Integrating Gamified Learning Environments Into Regular Classrooms For Deeper Understanding Of Concepts Of Science

Cynthia Joseph
article en

Abstract

Gamification in education has drawn attention for its possibility to boost student engagement and learning outcomes. This research investigates the integration of gamified platforms like Kahoot, Blooket, and quizzes into regular middle school science classrooms to promote deeper understanding of science concepts. The purpose of the study is to investigate the effectiveness of gamification in improving student comprehension, involvement, and retention of science concepts. Methodologically, it fuses a mixed-methods approach, combining qualitative observations and quantitative tests to examine how well the gamified lessons on the academic achievement of student and attitudes towards science. Findings indicate that gamification positively improves student learning experiences, providing active participation and increases motivation. The study summarizes with educational implications and recommendations for further research.

Revista Electronica de Veterinaria
Quality Education
Openalex Percentile: Top 65%
Educational Games and Gamification
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