Effectiveness of Gamification towards Learners’ Academic Performance

Alidas Clarice, Badol Roda, Balawag Merolle, Bulanit Analyn, Tay-eo Mariel
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Abstract

Gamification motivates and engages learners in a classroom setting by utilizing game features such as scoring, competition, and accomplishing learning goals. It captures students’ interests, makes studying more enjoyable, and boosts academic performance. Gamification can be defined as the inclusion of game-like features in the learning process, including badges, points, and incentives, in order to encourage learners to accomplish activities and meet learning objectives. It can also be integrated, which means incorporating game-like components into the learning process, such as converting a lesson into a game or applying game mechanics to teach a topic. Gamification is the process of turning everyday tasks and environments into games that require creativity, teamwork, and play. Learners are more likely to engage in rewarded activities (Skinner, 1957). They are more motivated when they feel in control of their actions. Learners learn best when they actively engage with the content to develop their own knowledge (Piaget, 1896–1980). Gamification, according to the Smithsonian Science Education Center, not only improves student involvement but also cognitive and physical growth. Brain games can increase the rate at which the brain processes and retains knowledge while also getting learners active. A game’s physical features bring significant long-term benefits.
游戏化对学生学习成绩的影响
游戏化通过利用得分、竞争和完成学习目标等游戏功能,在课堂环境中激励和吸引学习者。它能抓住学生的兴趣,让学习变得更有趣,并提高学习成绩。游戏化可以定义为在学习过程中加入类似游戏的功能,包括徽章、积分和奖励,以鼓励学习者完成活动并达到学习目标。游戏化也可以是整合式的,即在学习过程中融入类似游戏的元素,如将一堂课转化为游戏,或应用游戏机制来教授某个主题。游戏化是把日常任务和环境变成需要创造力、团队合作和游戏的过程。学习者更有可能参与有回报的活动(Skinner,1957 年)。当他们感觉自己能控制自己的行动时,他们会更有动力。当学习者积极主动地参与学习内容,发展自己的知识时,他们的学习效果最好(皮亚杰,1896-1980 年)。史密森尼科学教育中心认为,游戏化不仅能提高学生的参与度,还能促进认知和身体的成长。脑力游戏可以提高大脑处理和保留知识的速度,同时还能让学习者活跃起来。游戏的物理特性会带来显著的长期益处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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