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.
Authors
- Sofia Papavlasopoulou (ORCID: https://orcid.org/0000-0002-1974-0522)
- Michail N. Giannakos (ORCID: https://orcid.org/0000-0002-8016-6208)
- Eleni Chatzidaki (ORCID: https://orcid.org/0009-0006-4365-409X)
- Elisabeth Phung Nguyen Doan
- Emma Thoresen Kjelstrup
Institutions
- Norwegian University of Science and Technology (NO)
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