A Framework for Designing Courses by Synergizing Project‐Based Learning With Gamification

The pedagogical methodologies have been influenced and improved with the help of many useful technological and other interventions. In the past, many efforts have been made to blend project‐based learning (PBL) with gamification for a variety of domains. However, it is significant to construct a systematic framework of gamified project–based learning that can be used as a reference for designing and executing different courses in different educational settings. Hence, this research proposes a framework named MyGamify that comprises components including content domain, PBL, gamification, and a feedback system. This can be used as a reference framework for the instructors to design a course to be taught using PBL, augmented with gamification, for an improved learning experience. The framework has been formally validated by involving relevant experts, and it has been implemented with the help of an application that is exposed through web and mobile interfaces. Subsequently, to evaluate the effectiveness of the proposed framework, a longitudinal study has been conducted involving nearly 300 students and faculty members from two different institutions, whereby the course introduction to database systems has been redesigned accordingly and taught to the students of three different batches in the involved institutions using the following three different methods: (a) project at the end of the semester, (b) project throughout the semester, and (c) project throughout the semester blended with gamification. The data gathered by this study has been analyzed to identify the fulfillment of learning outcomes, students’ involvement, and percentage of project completion. The analysis reveals that the students performed well when combining PBL with gamification. It helped improve students’ involvement, better completion of projects, and better accomplishment of learning objectives by practicing the concepts throughout the semester on a well‐defined project in a gamified environment.

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Publication Details

Journal
Human Behavior and Emerging Technologies
Published
2025-01-01
DOI
https://doi.org/10.1155/hbe2/9915839
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
10.33

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article

A Framework for Designing Courses by Synergizing Project‐Based Learning With Gamification

Adnan Abid, Nurhizam Safie Mohd Satar, Kashif Ishaq, Kamran Abid et al.
3 citations
Human Behavior and Emerging Technologies
Educational Games and Gamification
10.33
article

A Framework for Designing Courses by Synergizing Project‐Based Learning With Gamification

Adnan Abid, Nurhizam Safie Mohd Satar, Kashif Ishaq, Kamran Abid, Uzma Farooq, Muhammad Ishaq
article en
3 citations

Abstract

The pedagogical methodologies have been influenced and improved with the help of many useful technological and other interventions. In the past, many efforts have been made to blend project‐based learning (PBL) with gamification for a variety of domains. However, it is significant to construct a systematic framework of gamified project–based learning that can be used as a reference for designing and executing different courses in different educational settings. Hence, this research proposes a framework named MyGamify that comprises components including content domain, PBL, gamification, and a feedback system. This can be used as a reference framework for the instructors to design a course to be taught using PBL, augmented with gamification, for an improved learning experience. The framework has been formally validated by involving relevant experts, and it has been implemented with the help of an application that is exposed through web and mobile interfaces. Subsequently, to evaluate the effectiveness of the proposed framework, a longitudinal study has been conducted involving nearly 300 students and faculty members from two different institutions, whereby the course introduction to database systems has been redesigned accordingly and taught to the students of three different batches in the involved institutions using the following three different methods: (a) project at the end of the semester, (b) project throughout the semester, and (c) project throughout the semester blended with gamification. The data gathered by this study has been analyzed to identify the fulfillment of learning outcomes, students’ involvement, and percentage of project completion. The analysis reveals that the students performed well when combining PBL with gamification. It helped improve students’ involvement, better completion of projects, and better accomplishment of learning objectives by practicing the concepts throughout the semester on a well‐defined project in a gamified environment.

Human Behavior and Emerging TechnologiesVol. 2025(1)
University of the Punjab (PK), National University of Computer and Emerging Sciences (PK), University of Management and Technology (PK), National University of Malaysia (MY)
Universiti Kebangsaan Malaysia
Openalex Percentile: Top 3%
Educational Games and Gamification
10.33
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