AN IN-DEPTH INQUIRY INTO THE TRANSFORMATIVE POTENTIAL OF GAMIFICATION STRATEGIES
Irish faye A. Gallardo
Faculty, Laguna State Polytechnic University
Abstract
This descriptive study aimed to investigate the concept of gamification and its potential applications in education. This involves the level of gamification strategies for learning enhancement; level of students’ engagement; mean performance of students after using gamification strategies; level of gamification strategies for learner’s performance; utilization of gamification strategies effect students’ sustainable engagement; and contribution of gamification strategies to the engagement of learning in Earth Science within the STEM students.
On the other hand, mixed method of research was utilized in this study. Checklist questionnaire was formulated and given to eighty-nine (89) respondents, who were selected purposively as the Grade 11 STEM students at Philippine Women’s University – CDCEC Sta. Cruz Campus, Sta. Cruz, Laguna. The researcher also conducted an interview to four (4) selected students from the mentioned school. Statistical analysis, including measures such as the mean average, standard deviation, and paired t-test, was employed in the course of this research endeavor.
The findings revealed that the effectiveness of various gamification strategies for sustaining student engagement. "Gamified Assessment" emerged as the most effective, closely followed by "Interactive Simulation" and "Real-world Case," all achieving very high scores. Despite a slightly lower score, "Collaborative Game" also showed considerable effectiveness. As a whole, gamification strategies significantly enhance student engagement to a very high degree. The interpretation of "very great extent" further emphasizes the widespread recognition of the effectiveness of gamification in fostering sustained student engagement. The students performed better after utilizing gamification strategies. Their level of student’s performance has significantly improved from low to very high.
Gamification strategies greatly and extremely raise student engagement. The degree of gamification strategies for sustainable engagement attained a high mean score with respect to students' sense of fulfillment, sense of belonging, active participation, and collaboration, demonstrating broad acceptance of their efficacy. After applying gamification techniques, students also demonstrated higher performance in analytical, critical, and problem-solving abilities, showing a notable improvement. A significant relationship between gamification techniques and long-term involvement is supported by the regression analysis, and key components include gamified assessment, mission challenge, interactive simulation, collaborative game, and real-world case.
It is highly suggested that teachers may utilize a variety of gamification techniques. Teachers may keep using gamification strategies to raise enthusiasm and participation levels among students in class that meet the interests and preferences of a wide range of students. A study is recommended to compare traditional and gamified instructional approaches in various academic settings to understand their effectiveness in enhancing student performance. Educational researchers may investigate the role of teacher training and support in implementing effective gamification strategies for problem-solving instruction. Educators may incorporate influential factors into educational interventions. This will enhance student engagement and promote sustained learning. Teachers may design gamified activities that encourage students to apply, analyze, evaluate, and synthesize information within meaningful contexts, thereby facilitating the development of advanced cognitive skills essential for success in academic and professional endeavors.
Keywords: Gamification Strategies; Transformative Potential; learning enhancement
Journal Name :
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EPRA International Journal of Multidisciplinary Research (IJMR)
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Published on : 2024-09-10
Vol | : | 10 |
Issue | : | 9 |
Month | : | September |
Year | : | 2024 |