EFFECTIVENESS OF A GAMIFIED INTERACTIVE RESPONSE SYSTEM FOR ENHANCING PRIMARY SCIENCE EDUCATION

Primary school students of the digital generation often struggle to maintain motivation and engagement, especially under static and non-interactive teaching strategies, underscoring the need for more effective educational approaches. This quasi-experimental study examined whether integrating a gamified interactive response system, Blooket, into a sixth-grade natural science curriculum could enhance students' self-determined motivation and learning effectiveness. The experimental group (n = 52) completed online Blooket quizzes, while the control group (n = 52) took paper-and-pencil tests. Both were administered as formative assessments following the teaching sessions. Data were collected using a self-determined motivation scale and a learning effectiveness test. A self-determined motivation scale was developed specifically for this study, with strong construct validity and satisfactory model fit confirmed through exploratory and confirmatory factor analyses. The results indicated that Blooket significantly enhanced self-determined motivation and improved learning effectiveness in the experimental group. Additionally, students reported increased interest in learning and improved classroom dynamics. These findings suggest that gamified interactive response systems have the potential to enhance educational practices by effectively engaging students. Future research should examine the long-term effects and limitations of such systems across diverse educational contexts. Keywords: gamified interactive response system, learning effectiveness, primary natural science education, self-determined motivation

Authors

Institutions

Publication Details

Journal
Journal of Baltic Science Education
Published
2025-10-15
DOI
https://doi.org/10.33225/jbse/25.24.956
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

EFFECTIVENESS OF A GAMIFIED INTERACTIVE RESPONSE SYSTEM FOR ENHANCING PRIMARY SCIENCE EDUCATION

Yi Wen Lo
Journal of Baltic Science Education
Educational Games and Gamification
article

EFFECTIVENESS OF A GAMIFIED INTERACTIVE RESPONSE SYSTEM FOR ENHANCING PRIMARY SCIENCE EDUCATION

Yi Wen Lo
article en

Abstract

Primary school students of the digital generation often struggle to maintain motivation and engagement, especially under static and non-interactive teaching strategies, underscoring the need for more effective educational approaches. This quasi-experimental study examined whether integrating a gamified interactive response system, Blooket, into a sixth-grade natural science curriculum could enhance students' self-determined motivation and learning effectiveness. The experimental group (n = 52) completed online Blooket quizzes, while the control group (n = 52) took paper-and-pencil tests. Both were administered as formative assessments following the teaching sessions. Data were collected using a self-determined motivation scale and a learning effectiveness test. A self-determined motivation scale was developed specifically for this study, with strong construct validity and satisfactory model fit confirmed through exploratory and confirmatory factor analyses. The results indicated that Blooket significantly enhanced self-determined motivation and improved learning effectiveness in the experimental group. Additionally, students reported increased interest in learning and improved classroom dynamics. These findings suggest that gamified interactive response systems have the potential to enhance educational practices by effectively engaging students. Future research should examine the long-term effects and limitations of such systems across diverse educational contexts. Keywords: gamified interactive response system, learning effectiveness, primary natural science education, self-determined motivation

Journal of Baltic Science EducationVol. 24(5)
Donghua University (CN), National Dong Hwa University (TW), National Changhua University of Education (TW)
Openalex Percentile: Top 69%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

EFFECTIVENESS OF A GAMIFIED INTERACTIVE RESPONSE SYSTEM FOR ENHANCING PRIMARY SCIENCE EDUCATION — Yi Wen Lo · Journal of Baltic Science Education (2025) | TGRS Research Map | TGRS