Development of Gamification-Based Smart Education Platforms to Increase Student Involvement

The integration of technology into education has led to innovative teaching methods aimed at enhancing student engagement and participation. One such method is gamification, which leverages game mechanics to make learning more interactive and motivating. However, traditional educational models often fail to fully engage students, resulting in disengagement and suboptimal learning outcomes. This study aims to develop a gamification-based smart education platform designed to increase student involvement by integrating game elements into the learning process. The primary objective is to assess the effectiveness of gamification in enhancing student engagement, learning outcomes, and overall classroom participation. A mixed-methods approach was used, combining both qualitative and quantitative data collection methods. The research involved the design, development, and implementation of a smart education platform that incorporated elements such as points, badges, leaderboards, and challenges. Data was gathered from 200 students across various disciplines, and engagement metrics, academic performance, and student feedback were analyzed. The results showed a significant increase in student involvement and motivation, with notable improvements in academic performance and class participation. Students reported a higher level of enjoyment and interaction with the platform, indicating that gamification enhanced their learning experience. This study concludes that gamification-based smart education platforms are an effective tool for increasing student engagement and improving learning outcomes, offering a promising approach for modern educational environments.

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Publication Details

Journal
Al-Hijr Journal of Adulearn World
Published
2025-04-25
DOI
https://doi.org/10.55849/alhijr.v4i1.846
Primary Topic
Education and Learning Interventions
Type
article
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article

Development of Gamification-Based Smart Education Platforms to Increase Student Involvement

C.K. Pao, Afwan Syarif, Rit Som
Al-Hijr Journal of Adulearn World
Education and Learning Interventions
article

Development of Gamification-Based Smart Education Platforms to Increase Student Involvement

C.K. Pao, Afwan Syarif, Rit Som
article en

Abstract

The integration of technology into education has led to innovative teaching methods aimed at enhancing student engagement and participation. One such method is gamification, which leverages game mechanics to make learning more interactive and motivating. However, traditional educational models often fail to fully engage students, resulting in disengagement and suboptimal learning outcomes. This study aims to develop a gamification-based smart education platform designed to increase student involvement by integrating game elements into the learning process. The primary objective is to assess the effectiveness of gamification in enhancing student engagement, learning outcomes, and overall classroom participation. A mixed-methods approach was used, combining both qualitative and quantitative data collection methods. The research involved the design, development, and implementation of a smart education platform that incorporated elements such as points, badges, leaderboards, and challenges. Data was gathered from 200 students across various disciplines, and engagement metrics, academic performance, and student feedback were analyzed. The results showed a significant increase in student involvement and motivation, with notable improvements in academic performance and class participation. Students reported a higher level of enjoyment and interaction with the platform, indicating that gamification enhanced their learning experience. This study concludes that gamification-based smart education platforms are an effective tool for increasing student engagement and improving learning outcomes, offering a promising approach for modern educational environments.

Al-Hijr Journal of Adulearn WorldVol. 4(1)
Songkhla Rajabhat University (TH), Kasetsart University (TH), Universitas Patria Artha (ID)
Openalex Percentile: Top 89%
Education and Learning Interventions
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Development of Gamification-Based Smart Education Platforms to Increase Student Involvement — C.K. Pao, Afwan Syarif, et al. · Al-Hijr Journal of Adulearn World (2025) | TGRS Research Map | TGRS