Empowering Learners Through Game Creation: The Impact on Engagement and Attainment in Subject-Based Game Design

<ns3:p>This study examines the model of Beça et al.’s (2022) Gamer4Nature Toolkit for Game Design within a project-based learning (PBL) framework, with the goal of implementing a flipped gamification intervention to enhance engagement and attainment in vocational education and training (VET). Employing a design-based research (DBR) methodology, which is rooted in a qualitative paradigm, the study emphasises understanding real-world contexts and adapting interventions based on iterative feedback, as opposed to rigid experimental controls. This approach, incorporating classroom observations, semi-structured interviews, and reflective practices for triangulation, strengthens the credibility and reliability of the findings. This research contributes to the refinement of the flipped gamification framework and identifies critical factors influencing its effectiveness.</ns3:p>

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Publication Details

Journal
MCAST Journal of Applied Research & Practice
Published
2025-03-29
DOI
https://doi.org/10.5604/01.3001.0055.0665
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Empowering Learners Through Game Creation: The Impact on Engagement and Attainment in Subject-Based Game Design

Monaliza Nocilla, Silvio Nocilla
MCAST Journal of Applied Research & Practice
Educational Games and Gamification
article

Empowering Learners Through Game Creation: The Impact on Engagement and Attainment in Subject-Based Game Design

Monaliza Nocilla, Silvio Nocilla
article en

Abstract

<ns3:p>This study examines the model of Beça et al.’s (2022) Gamer4Nature Toolkit for Game Design within a project-based learning (PBL) framework, with the goal of implementing a flipped gamification intervention to enhance engagement and attainment in vocational education and training (VET). Employing a design-based research (DBR) methodology, which is rooted in a qualitative paradigm, the study emphasises understanding real-world contexts and adapting interventions based on iterative feedback, as opposed to rigid experimental controls. This approach, incorporating classroom observations, semi-structured interviews, and reflective practices for triangulation, strengthens the credibility and reliability of the findings. This research contributes to the refinement of the flipped gamification framework and identifies critical factors influencing its effectiveness.</ns3:p>

MCAST Journal of Applied Research & PracticeVol. 9(1)
Malta College of Arts, Science and Technology (MT)
Openalex Percentile: Top 94%
Educational Games and Gamification
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