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The Impact of Educational Gamification on Student Learning Outcomes

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  • Junard P. Duterte

    (Faculty, Institute of Teacher Education, Davao del Norte State College)

Abstract

This study examined the impact of educational gamification on student engagement, motivation, and academic performance in higher education. Employing a mixed-methods research approach, a quasi-experimental pretest-posttest design was utilized with 133 undergraduate students from three private universities in Manila, Philippines. Gamification elements, including points, badges, leaderboards, and collaborative challenges were integrated into an online learning environment. Quantitative data were collected through pre- and post-intervention test scores and motivation surveys, while qualitative insights were gathered via focus group discussions and interviews. The results revealed statistically significant improvements in academic performance and motivation following the gamification intervention. Thematic analysis of qualitative data highlighted students’ positive perceptions of the gamified learning environment, with increased engagement and enjoyment reported. However, individual differences, such as prior gaming experience, influenced responses to gamification, suggesting the need for tailored approaches. This study concluded that gamification could serve as a powerful tool for enhancing student outcomes when thoughtfully designed and aligned with educational objectives. Future research should investigate the long-term effects of gamification and its applicability across diverse educational contexts.

Suggested Citation

  • Junard P. Duterte, 2024. "The Impact of Educational Gamification on Student Learning Outcomes," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 8(10), pages 477-487, October.
  • Handle: RePEc:bcp:journl:v:8:y:2024:i:10:p:477-487
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    References listed on IDEAS

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    1. Hamari, Juho & Koivisto, Jonna, 2015. "Why do people use gamification services?," International Journal of Information Management, Elsevier, vol. 35(4), pages 419-431.
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