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

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
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article

Effectiveness of gamification strategies in teaching botany among higher secondary school students

P.M. Shanthami
i-manager’s Journal on Educational Psychology
Educational Games and Gamification
article

Effectiveness of gamification strategies in teaching botany among higher secondary school students

P.M. Shanthami
article en

Abstract

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.

i-manager’s Journal on Educational PsychologyVol. 21(4)
Openalex Percentile: Top 93%
Educational Games and Gamification
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