Effectiveness of gamification strategies in teaching botany among higher secondary school students
This study aimed to investigate the impact of gamification on students' learning outcomes in a higher secondary school subject, specifically focusing on the topic of Morphology. A quasi-experimental research design was employed, involving an experimental group that received gamified instruction using Kahoot and a control group that received traditional instruction. A sample of 35 students was selected through purposive sampling. The results indicated that both groups showed significant improvement in post-test scores compared to pre-test scores. However, no significant difference was found between the post-test scores of the experimental and control groups. While gamification may not have yielded a statistically significant advantage in this specific context, it offers a promising approach to enhance student engagement and motivation in learning.
Authors
- P.M. Shanthami
Publication Details
- Journal
- i-manager’s Journal on Educational Psychology
- Published
- 2025-01-01
- DOI
- https://doi.org/10.26634/jet.21.4.21421
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00