T.M.H.S.M. Pooliyadda, Sankha Peiris, Ac Kurukulasuriya, E. Hettiarachchi, K. Hewagamage
{"title":"Towards Improving Early Learning Capabilities of Students Through a Gamified Learning Tool","authors":"T.M.H.S.M. Pooliyadda, Sankha Peiris, Ac Kurukulasuriya, E. Hettiarachchi, K. Hewagamage","doi":"10.1109/ICTer58063.2022.10024099","DOIUrl":null,"url":null,"abstract":"There is a growing concern to find an effective teaching and learning methodology during a social distancing situation as well as to address the drawbacks in the current educational system of Sri Lanka for students in Key Stage 1. Gamification has proved to make a positive impact on the concentration level, motivation and educational capabilities of students. Although previous research has been successful in introducing various gamified tools, very few are available in the local language. In this study, a gamified learning tool named “Punchi Nanasala” was introduced targeting grade 1 and 2 students which focussed on the subjects; Mathematics, Sinhala language, and Environmental studies. The tool was developed in three prototypes using a User-Centered-Design approach. The experimental and control groups Were given a pretest to measure their current knowledge capacity and a post-test to evaluate their knowledge capacity after the gamified treatment was given. The positive results obtained from the multiple evaluation techniques; Emotion detection, mouse click monitoring, performance analysis, interviews, and surveys suggested that the tool was successful as a learning approach.","PeriodicalId":123176,"journal":{"name":"2022 22nd International Conference on Advances in ICT for Emerging Regions (ICTer)","volume":"254 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 22nd International Conference on Advances in ICT for Emerging Regions (ICTer)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICTer58063.2022.10024099","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
There is a growing concern to find an effective teaching and learning methodology during a social distancing situation as well as to address the drawbacks in the current educational system of Sri Lanka for students in Key Stage 1. Gamification has proved to make a positive impact on the concentration level, motivation and educational capabilities of students. Although previous research has been successful in introducing various gamified tools, very few are available in the local language. In this study, a gamified learning tool named “Punchi Nanasala” was introduced targeting grade 1 and 2 students which focussed on the subjects; Mathematics, Sinhala language, and Environmental studies. The tool was developed in three prototypes using a User-Centered-Design approach. The experimental and control groups Were given a pretest to measure their current knowledge capacity and a post-test to evaluate their knowledge capacity after the gamified treatment was given. The positive results obtained from the multiple evaluation techniques; Emotion detection, mouse click monitoring, performance analysis, interviews, and surveys suggested that the tool was successful as a learning approach.