Gamification in Informal Science Education: Enhancing Children's Motivation and Engagement with VitenChallenge Application

Gamification in education has drawn significant attention from researchers seeking to enhance engagement and improve learning outcomes, particularly in Science, Technology, Engineering, and Mathematics (STEM) subjects. This study investigates the role of gamification in enhancing children's motivation and engagement in informal science learning settings. A gamified web application was developed, and a case study was conducted with the participation of 53 fifth-grade students. A mixed-methods approach was used, incorporating questionnaires, log data, and observational insights. The results showed that gamification elements, such as points and leaderboards, significantly increased motivation by fostering a sense of achievement and introducing healthy competition. However, badges were less effective in increasing engagement. Despite this, students motivated by one game element were often motivated by others, and all gamified elements contributed to a generally positive perception of the application. The study highlights the promise of gamification in informal learning settings but also emphasizes the need for continuous evaluation to improve these techniques for diverse learner groups and avoid potential negative effects.

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Publication Details

Published
2025-04-22
DOI
https://doi.org/10.1109/educon62633.2025.11016487
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Gamification in Informal Science Education: Enhancing Children's Motivation and Engagement with VitenChallenge Application

Sofia Papavlasopoulou, Michail N. Giannakos, Eleni Chatzidaki, Elisabeth Phung Nguyen Doan et al.
1 citations
Educational Games and Gamification
3.44
article

Gamification in Informal Science Education: Enhancing Children's Motivation and Engagement with VitenChallenge Application

Sofia Papavlasopoulou, Michail N. Giannakos, Eleni Chatzidaki, Elisabeth Phung Nguyen Doan, Emma Thoresen Kjelstrup
article en
1 citations

Abstract

Gamification in education has drawn significant attention from researchers seeking to enhance engagement and improve learning outcomes, particularly in Science, Technology, Engineering, and Mathematics (STEM) subjects. This study investigates the role of gamification in enhancing children's motivation and engagement in informal science learning settings. A gamified web application was developed, and a case study was conducted with the participation of 53 fifth-grade students. A mixed-methods approach was used, incorporating questionnaires, log data, and observational insights. The results showed that gamification elements, such as points and leaderboards, significantly increased motivation by fostering a sense of achievement and introducing healthy competition. However, badges were less effective in increasing engagement. Despite this, students motivated by one game element were often motivated by others, and all gamified elements contributed to a generally positive perception of the application. The study highlights the promise of gamification in informal learning settings but also emphasizes the need for continuous evaluation to improve these techniques for diverse learner groups and avoid potential negative effects.

Norwegian University of Science and Technology (NO)
Openalex Percentile: Top 9%
Educational Games and Gamification
3.44
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