Niharika Singh
ABES Engineering College
Crossings Republik, Ghaziabad, Uttar Pradesh 201009, India
niharika250104@gmail.com
Abstract
The application of gamification in learning processes is a new pedagogical method that incorporates aspects typical of games in non-game contexts to drive student motivation, engagement, and learning performance. This paper critically discusses the effect of gamification on the motivation of students and academic performance, with a focus on its application in learning contexts. Critical examination of literature shows that gamification has the capability to increase intrinsic motivation, drive active learning, and allow knowledge to be retained for the long term. However, the extent of effectiveness depends on levels of education and subject matter. The research design that is used in this study adheres to a mixed-methods study, where quantitative data is obtained through surveys supplemented by qualitative data from teachers and students. Results show that gamification provides higher rates of student engagement and satisfaction but not always converted into significant improvements in academic performance. The paper concludes by summarizing implications of findings for educationists and policymakers and offering directions for future research endeavors.
Keywords
Gamification, Education, Student Motivation, Learning Outcomes, Intrinsic Motivation, Active Learning, Educational Technology, Engagement, Game-based Learning.
References
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