Gamification in Education and Its Impact on Student MotivationA Critical Review
- Title
- Gamification in Education and Its Impact on Student MotivationA Critical Review
- Creator
- Ansar M.; George G.
- Description
- In education, gamification refers to including game characteristics and design ideas in the classroom setting. Over the previous five years, gamification has increased student motivation and academic performance. This study will examine the previous literature to see how gamification will disseminate over time, educational level (from nursery to college), causes, and the most frequently used game elements. A systematic literature review will search interdisciplinary databases for quantitative experimental studies examining educational gamification and providing information on current research lines. According to the findings of a comprehensive research study, gamification can be advantageous at all academic levels, from elementary school to college. Following systematic research, gamified learning can increase students motivation and intellectual accomplishment. Student learning may be made more pleasurable via gamification, which is the first advantage of this type of instruction. When used in the classroom, gamification can assist students who are weak in motivation and performing poorly academically. Because of the diversity of challenges and rewards that gaming parts provide, incorporating gaming elements into the classroom may serve as a motivational tool for students to learn. In the study's findings, students who enrolled in educational gamification courses were shown to be more interested and participatory than students enrolled in regular classrooms, on average. 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
- Source
- Lecture Notes in Networks and Systems, Vol-478, pp. 161-170.
- Date
- 2023-01-01
- Publisher
- Springer Science and Business Media Deutschland GmbH
- Subject
- Academic achievement; Classrooms; Education; Games; Gamification; Learning; Students
- Coverage
- Ansar M., Research Scholar, Department of Commerce, CHRIST (Deemed to be University), Bangalore, India; George G., Asst. Professor, Department of Commerce, CHRIST (Deemed to be University), Bangalore, India
- Rights
- Restricted Access
- Relation
- ISSN: 23673370
- Format
- Online
- Language
- English
- Type
- Book chapter
Collection
Citation
Ansar M.; George G., “Gamification in Education and Its Impact on Student MotivationA Critical Review,” CHRIST (Deemed To Be University) Institutional Repository, accessed February 24, 2025, https://archives.christuniversity.in/items/show/18518.