Impact of Gamification on Knowledge Acquisition

Serena Nakiyemba
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Abstract

Purpose: The general objective of the study was to examine the impact of gamification on knowledge acquisition. Methodology: The study adopted a desktop research methodology. Desk research refers to secondary data or that which can be collected without fieldwork. Desk research is basically involved in collecting data from existing resources hence it is often considered a low cost technique as compared to field research, as the main cost is involved in executive’s time, telephone charges and directories. Thus, the study relied on already published studies, reports and statistics. This secondary data was easily accessed through the online journals and library. Findings: The findings reveal that there exists a contextual and methodological gap relating to gamification on knowledge acquisition. Preliminary empirical review revealed that integrating gamification elements into educational platforms and training programs consistently led to improvements in knowledge acquisition across various contexts. Gamified learning environments effectively motivated learners, fostered engagement, and facilitated collaborative learning experiences. Findings emphasized the importance of aligning gamification strategies with instructional goals, considering learner preferences, and iterating design based on feedback. While the study highlighted the potential of gamification to enhance learning outcomes, further research is needed to explore optimal strategies and long-term effects. Overall, gamification emerged as a promising approach for promoting effective learning and skill development. Unique Contribution to Theory, Practice and Policy: The Self Determination theory, Cognitive Load theory and Constructivism theory may be used to anchor future studies on gamification of knowledge acquisition. The study provided several recommendations based on its findings. Firstly, it suggested integrating gamification elements into educational programs to enhance engagement and learning outcomes. Secondly, it recommended leveraging gamification for promoting active learning and problem-solving skills among learners. Thirdly, it advised organizations to invest in gamified training programs to improve knowledge acquisition and job performance among employees. Lastly, the study emphasized the importance of ongoing research to better understand the effectiveness of gamification in education and training contexts.
游戏化对知识获取的影响
目的:本研究的总体目标是探讨游戏化对知识获取的影响。研究方法:研究采用了桌面研究方法。案头研究指的是二手数据或无需实地考察即可收集到的数据。案头研究基本上是从现有资源中收集数据,因此,与实地研究相比,案头研究通常被认为是一种低成本技术,因为主要成本涉及执行人员的时间、电话费和目录。因此,本研究依赖于已出版的研究、报告和统计数据。这些二手数据可通过在线期刊和图书馆轻松获取。研究结果:研究结果表明,在知识获取游戏化方面存在着背景和方法上的差距。初步实证审查显示,将游戏化元素整合到教育平台和培训项目中,在各种情况下都能持续改善知识获取。游戏化的学习环境有效地激励了学习者,促进了参与度,并推动了协作式学习体验。研究结果强调了游戏化策略与教学目标相一致、考虑学习者偏好以及根据反馈不断改进设计的重要性。虽然这项研究强调了游戏化在提高学习成果方面的潜力,但还需要进一步的研究来探索最佳策略和长期效果。总之,游戏化是促进有效学习和技能发展的一种有前途的方法。对理论、实践和政策的独特贡献:自我决定理论、认知负荷理论和建构主义理论可用于今后有关知识获取游戏化的研究。研究根据其发现提出了若干建议。首先,它建议在教育项目中融入游戏化元素,以提高参与度和学习效果。第二,建议利用游戏化促进学习者的主动学习和解决问题的能力。第三,它建议企业投资游戏化培训项目,以提高员工的知识获取能力和工作绩效。最后,研究强调了持续研究的重要性,以便更好地了解游戏化在教育和培训中的有效性。
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