Gamification: An Experimental Study on Enhancing Academic Achievement and Student Engagement in Higher Education

With technological advancement in education, gamification has proved to be a game-changing strategy for increasing student engagement and performance. Gamification improves the immersion, motivation, and participation of educational experiences through the incorporation of game elements into non-game situations. It brings the structure of traditional teaching, giving students sense of achievement, but as well as entertaining them and considering the preferences of modern learner. There was pressure for innovation in higher education, and many players noticed, therefore, gamified approaches are provided to address to a number of issues, including poor motivation and engagement and insufficient critical thinking skills are also seen as a growing trend in higher education in which static teaching styles were dominant. Studies have shown that gamified environments turn traditional learning experiences into exciting and enjoyable experiences, boosting intrinsic motivation, participation, and retention of material. Therefore, this experimental study on gamification for college students will be conducted in a controlled learning environment to evaluate the effects of gamification on learning and to ascertain what kind of implementation methods are effective. The key problems explained in the paper: 1- How does gamification compare with traditional teaching styles when it comes to engagement? What role do game mechanics play in concept learning and skill development (critical thinking, problem solving, etc.)? This study expands the knowledge base on new pedagogies through an empirical study that provides practical insight into successful practices that can be adopted across different fields of study and settings and give institutions a prospect to reflect on how to improve the excellence and inclusivity of the instructor

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Publication Details

Journal
Vidhyayana
Published
2024-12-10
DOI
https://doi.org/10.58213/j0an7261
Primary Topic
Educational Games and Gamification
Type
article
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article

Gamification: An Experimental Study on Enhancing Academic Achievement and Student Engagement in Higher Education

Mohitgiri P Goswami
Vidhyayana
Educational Games and Gamification
article

Gamification: An Experimental Study on Enhancing Academic Achievement and Student Engagement in Higher Education

Mohitgiri P Goswami
article en

Abstract

With technological advancement in education, gamification has proved to be a game-changing strategy for increasing student engagement and performance. Gamification improves the immersion, motivation, and participation of educational experiences through the incorporation of game elements into non-game situations. It brings the structure of traditional teaching, giving students sense of achievement, but as well as entertaining them and considering the preferences of modern learner. There was pressure for innovation in higher education, and many players noticed, therefore, gamified approaches are provided to address to a number of issues, including poor motivation and engagement and insufficient critical thinking skills are also seen as a growing trend in higher education in which static teaching styles were dominant. Studies have shown that gamified environments turn traditional learning experiences into exciting and enjoyable experiences, boosting intrinsic motivation, participation, and retention of material. Therefore, this experimental study on gamification for college students will be conducted in a controlled learning environment to evaluate the effects of gamification on learning and to ascertain what kind of implementation methods are effective. The key problems explained in the paper: 1- How does gamification compare with traditional teaching styles when it comes to engagement? What role do game mechanics play in concept learning and skill development (critical thinking, problem solving, etc.)? This study expands the knowledge base on new pedagogies through an empirical study that provides practical insight into successful practices that can be adopted across different fields of study and settings and give institutions a prospect to reflect on how to improve the excellence and inclusivity of the instructor

VidhyayanaVol. 10(3)
Openalex Percentile: Top 63%
Educational Games and Gamification
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