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GAME-BASED ACTIVITIES AND GAMIFICATION IN THE MASTERY OF SCIENCE PROCESS SKILLS: A SYSTEMATIC LITERATURE REVIEW


Verjel D. Macayan, Diana C. Baguistan, Jieceryl B. Golias
Teacher I, Bataan Peninsula State University-Graduate School
Abstract
This paper utilized systematic literature review method to determine and analyze the pros and cons of incorporating game-based activities and gamifications in science education. Also, this paper reviewed relevant research studies, articles, and literature reviews to identify educational innovations and programs that can potentially enhance the strengths and alleviate the problems of utilizing and integrating game-based learning activities in science online learning. It was found that game-based activities and gamifications had the capability to support and digitize classroom instructions with smooth transition, and can increase students’ motivation and interest towards learning, and social and communicative skills from working with their peers. And in spite of the fact that these innovative tools revealed its positive effects and impactful results in education, numerous challenges and drawbacks were identified and determined. Concerning these snags, it was determined and reported from several research studies and literature reviews that some of the game-based elements and features which are leader scoreboards, badges, level of challenges, and reward systems were saturated with problems and negative impacts on student learning. Concurrently, it was also found that teachers strove to a lot of pedagogical and technical problems when utilizing and integrating gamified learning activities in their classroom instructions. It was concluded that this paper could be used as basis for more research studies that would be conducted in the future, and scrutinizing the effectiveness and educational barriers of game-based learning and gamifications must continue to present and provide relevant educational resources and professional and technical preparations from educators to prevent the possible risks.
Keywords: Game-based learning, gamification, game-based instruction, online science learning
Journal Name :
EPRA International Journal of Multidisciplinary Research (IJMR)

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Published on : 2022-08-01

Vol : 8
Issue : 7
Month : July
Year : 2022
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