DIGITAL LIBRARY
EFFECTIVENESS ON LEARNING ATTAINMENT USING THE GAMIFICATION APPROACH AS AN EDUCATIONAL TECHNOLOGY TOOL
1 Universiti Teknologi Malaysia (MALAYSIA)
2 Radboud University (NETHERLANDS)
About this paper:
Appears in: ICERI2016 Proceedings
Publication year: 2016
Pages: 7841-7849
ISBN: 978-84-617-5895-1
ISSN: 2340-1095
doi: 10.21125/iceri.2016.0795
Conference name: 9th annual International Conference of Education, Research and Innovation
Dates: 14-16 November, 2016
Location: Seville, Spain
Abstract:
The existence of technology based tools such as smartphones and tablets has become the pillars of life for the majority of Generation-Z students. Thus when these batch of students are involuntarily introduced into a boring learning environment filled with hand written words on the chalkboards as well as tech based learning using word processors and slide shows that feels tactless. Hence, comes the need of identifying a new form of educational technology approach. Gamification; with just the use of game elements as opposed to a full-fledged game has the potential to not only ease the burden of tutors in creating a suitable learning environment but in keeping the students engaged and motivated in learning. Based on this, a research was carried out using the gamified learning approach with two groups of students in a boarding school in a southern state in Malaysia. A total of 28 students from the experimental group and 26 students’ from the control group participated and completed the 7 weeks’ intervention. Pre and post intervention exam questions were given to students. Based on the analysis it was concluded that there is a significant difference when it comes to the post test results of the experimental group. This showed that the gamified based learning managed to have a substantial impact on the attainment level of the students.
Keywords:
Gamification, educational technology, learning achievement.