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12humssa2 Group1

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0% found this document useful (0 votes)
21 views12 pages

12humssa2 Group1

Uploaded by

Angelica May
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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T H E I M PA C T O F

G A M I F I C AT I O N O N
THE STUDENTS’
LEARNING
B E H AV I O R
I. INTRODUCTION
 The Impact of Gamification on the Students’ Learning
Behavior. A research study that we conducted this
school year 2022-2023. This research study was
conducted to determine the efficiency of gamification in
educational platforms . To determine the effects of
students’ engagement and study habits. Gamification is
a strategy that motivates students to participate in their
education while improving the effectiveness and
efficiency of the use of games. The purpose of study is
to satisfy a particular students’ interest in the subject
and resolve the concept that it is “ just ” a “game” in
order to improve the learning in purpose of educational
games concept. This research sought to determine
whether the gamification of learning has a varied
impact on students based on their personality
characteristics.
II. STATEMENTS OF THE
PROBLEM
1. How gamification makes learning
more engaging?
2. What are the factors that contribute
to the successful implementation of
gamification in learning?
3. How can gamification increase the
level of engagement among students?
III. REVIEW OF RELATED
LITERTURE
LOCAL LITERATURE:
 Incorporating the gamified game elements such as gamification as an
educational new field of study in the Philippines, that engages the students’
capabilities in learning (Malahito, et a l., 2020).

 According to J. Papellero Content knowledge of research must be well taught


prior to research paper writing. However, teacher-delivered factual material
through rote memorization is often tedious and boring resulting in low
retention of concepts and low MPS. In this experimental research,
gamification was used as an instructional strategy to motivate the students
and to increase their academic performance.

 According to H. Bangcaya Educational games may engage learners from


being alienated by conventional methods of classroom instruction and have
the potential to optimize learning, but motivation or appropriate utilization of
gamification design concepts can oftentimes be a problem in finding the
purpose of the learning activity among researchers and practitioners.(PAPSI,
2019) This study aimed to examine the learning outcomes and level of
motivation of learners using gamification approach in teaching Science.
 According to A. Dawood (2016) who reviewed multiple empirical
studies reading in e-learning process of gamification
environment, gamification does affect students psychological
and behavioral outcomes. Mostly, the previous studies
supported the ideas under the impact of gamification learning of
the students. The different kinds of tools and elements of games
were positively promoting different factors that enhanced the
social interactions and engagement of students with their peers.
The result of a quasi-experimental study by Li et al. (2020) has
shown the importance of design of instructor’s feedback who
delivered the online learning environment.
 According to L. Caballero, M.M Ferrer and R. Tiria (2022)
students' interest and motivation in online learning are affected
by different factors. Engagement was found to be positively
connected with students' academic performance, implying that
more engaged pupils are more likely to excel academically.
FOREIGN LITERATURE:
 According to the 17th European Conference on e-Learning, Athens, Greece (2018).
Gamification of learning the application of game design elements to learning
activities is currently proponents of gamification leads to learning gains. They
assert that gamification enhances important skills in education, such as problem-
solving, collaboration, and communication Furthermore, they maintain that the
need for interaction in a gamified approach to education encourages.
 According to Kapp 2012. Gamification is using game-based mechanics aesthetics
and game thinking to engage people, motivate action, promote learning and solve
problems (KAPP 2012) gamification is the use of game thinking. Approaches and
elements in a context different from the games. Using game mechanics improves
motivation and learning in formal and informal conditions.

 Based on the research conducted by R. Smiderle et.al (2020) The gamification of


education can enhance levels of students’ engagement similar to what games can
do, to improve their particular skills and optimize their learning. On the other
hand, scientific studies have shown adverse outcomes based on the user’s
preferences.
 According to Patrick Buckley & Elaine Doyle. (2016). Suggests that
gamified learning interventions may increase student engagement and
enhance learning. We empirically investigate this by exploring the impact
of intrinsic and extrinsic motivation on the participation and performance
of over 100 undergraduate students in an online gamified learning
intervention. The paper makes a number of contributions.
 According to Z. Zainuddin (2020) The adoption of gamification in learning
and instruction is perceived to have mass appeal among the learners in
stimulating motivation, learner engagement and social influence.
IV. RESULT AND DISCUSSION

 Gamification also offers a means of stimulus. It enhances engagement


by generating reciprocal and fun experiences. Students’ personal
proprietorship of tier learning, the prerogative to try and fail until they
succeed without major outcome. Gamification allows pacing, which is
important when learning, allowing students’ self-confidence, learning
becomes easier since it’s interactive and fun throughout the process,
and results are visible. It helps release hormones that positively
impact our overall being. Gamification concept can provide an
effective approach to intensifying learning, including engaging in
friendly competition, and motivating, and challenging real-life
situations and stories to enrich the learning experience. Each
personality trait was verified individually. Extroverted participants in
both groups had a higher number of medals than introverted
participants. A statistically significant difference was found in the
number of points and ranking visualization between the introverted
and extroverted gamified groups, indicating a difference in how
learners with different personality traits perceive the impact of
gamification.
How Gamification makes learning more engaging?
 Gamification of education is a strategy for increasing
engagement by incorporating game elements into an
educational environment (Dichev and Dicheva 2017). The goal
is to generate levels of involvement equal to what games can
usually produce (Fardo 2014). The main goals of gamification
are to enhance certain abilities, introduce objectives that give
learning a purpose, engage students, optimize learning,
support behavior change, and socialize (Knutas et al. 2014;
Krause et al. 2015; Dichev and Dicheva 2017; Borges et al.
2013).The influence of gamification in an educational context,
getting favorable results, such as the increase of engagement,
user retention, knowledge, and cooperation (Hakulinen and
Auvinen 2014; Tvarozek and Brza 2014). Despite that, some
studies have shown uncertain or prejudicial results from
gamification (Christy and Fox 2014)
What are the factors that contribute to the successful implementation of
gamification in learning?
 This group presents the factors that contribute to the successful
implementation of gamification in learning (research problem) following the
qualitative methodology. This content is responses of the respondents
gathered through survey method. Contributing the successful
implementation of gamified learning of Humanities in Social Sciences
students. This is presented by Nellie Mitchell, that gamified learning can
increase the engagement of the students because of collaboration and
teamwork, battling each other and sometimes they're working hard together,
but even though they are playing they are also learning. According to Johnny
Selawsky (2019) Over 300% increases the number completed the task, Self-
Confidence and Engagement of a student increases up to 20% , it helps the
willingness of the student to study and learn in an enjoyable and interactive
way. And student's learned knowledge retention increases up to 90% ,
Gamification also improves conceptual knowledge by 11% and practical
knowledge by 20%. According to the 67% of the students reported that the
use of gamification is more than effective and motivative than their
traditional curriculum.
How can gamification increase the level of engagement among students?
 We researchers conducted this study to be able to know the effectiveness
percentage among students’ improvements of their own capabilities. Well-
designed games can help learners to gain more motivation, and engagement
through engaging relevant activities. (Battles, Games, Group Activities, etc.)
They can also be a great management tool, for helping each other to motivate
a class. Introducing the new and more varied types of learning material for
improving the quality of teaching inside the school. It can also increase
socialization to spur a sense of good community, and increase a desire to
learn. Students can also develop and acquire new skills; it helps them improve
their knowledge to become more interested in their studies. Gamification is a
modern idea that is proving to be very effective. With the use of game design
to enhance non-game situations, gamification can be a powerful way to
increase motivation through getting students involved in something they find
interesting and enjoyable. Increasing engagement is always at the forefront of
teachers’ minds. When students are engaged, it’s much easier for them to
learn and improve. And also, motivation, playfulness, and participation are
some of the assumptions that underlies the usefulness of gamification in the
educational context.
V. RECOMMENDATION
 The Humanities student of Nuestra Señora De Guia Academy of
Marikina is contributing to the successful implementation of
gamification in learning whether it is online or at school. It is a
successful implementation of gamification. This study will be
more effective to those students who are able to use this kind of
platform, making it much better for learning while enjoying that
leads to a better engagement and knowledge retention.
Gamification can be Implemented because of the possible
increase in motivation and interaction of each student because
they feel competitive by receiving some rewards. As they do when
they play. There is a possibility to work harder because of
receiving rewards. Applying this type of learning is actually very
easy. First, the students’ need to create or utilize an online
learning course for implementing this kind of study. In element of
gamification in learning including points, badges, levels, and even
leaderboards. This study of gamification is the most powerful
motivator in learning. Game-based learning will help the student a
lot by increasing their engagement and their self-confidence by

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