The Role of Gamification on Students Academic Performance in Senior High School Physical Science Course
Subscribe/Renew Journal
Gamification plays an important role in the learning process. This study aimed to signifies the role of gamification on the students’ academic performance in senior high school physical science course. Forty grade 11 senior high schools were the subject of this study. The control group was exposed the traditional teaching in the 21st century with the use of multimedia teaching while the experimental group was exposed to a gamified classroom with the use of a gamification platform. A 30-item test was given before and after the intervention. The results were tabulated and tested statistically with the used of SPSS software. The result of the independent t-test for the pretest of the control and the experimental group showed that the two groups were comparable. The t-test for the independent sample for the posttest for the two groups suggests that gamification had improved the academic performance of the students. The Wilcoxon Signed Rank Test for the pretest and posttest of the controlled group had also shown a positive change in the result of the test. It is recommended to use the gamification across all learning areas to test further its effectiveness in the academic performance of the students.
Keywords
- C. m. Sutherland, "Explorance," 31 March 2016. [Online]. Available: https://explorance.com.
- G. Surendeleg, V. Murwa, H.-K. Yun and S. Y. Kim, "The Role of Gamification in Education - A Literature Review," Contemporary Engineering Sciences, vol. 7, no. 29, p. 1610, 2014.
- D. S. W. Hsin-Huang, "GAmificcxation of Education," Guide Gamification Education, 2013.
- G. Morar, C. Muntean and N. Tomai, "An Adaptive M-LEarning Architecture for Building and Delivering Content based on Learning Objects, The Second Romanian Workshop on Mobile Business," Economy Informatics, vol. 10, no. 1, pp. 63-73, 2010.
- D. Imawoto, J. Hagris, E. J. Taetano and K. Vuong, "Analyzing the Efficacy of the Testing Effect Using Kahoot on Students' Performance," Turkish Online Journal of Distance Education-TOJDE, p. 89, April 2017.
- J. Pede, "The effects of the online game Kahoot on science," Rowan Digital Works, p. 8, 2017.
- A. L. Reichelt, Effects of Gamification: Analyzing Student Achievement, Montana, 2015.
- Marczewski, "Whats' the difference between Gamification and Serious Games," Gamasutra, 2013.
- K. M. Kappa, The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, San Francisco, CA 94109-4594: John Wiley & Sons, Inc., 2012.
- T. M. Connolly, A. Boyle, E. MacArthur, T. Hainey and J. M. Boyle, "A systematic literature review of emperical evidence on computer games and seriou games," Computer & Education, pp. 661-686, 2012.
- S. S. Borges, V. Durelli, H. M. Reis and S. Isotani, "A systematic Mappiong on Gamification Applied to Education," in SAC'14 Conference, Gyeongju, South Africa, 2014.
- M.-B. Ibáñez, Á. Di-Serio and C. Delgado-Kloos, "Gamification for Engaging Computer Science Students in Learning Activities: A Case Study," IEEE Transactions on Learning Technologies, vol. 7, no. 3, pp. 291-301, 2014.
- S. O’Donovan, J. Gain and P. Marais, "A Case Study in the Gamification of a University-level," p. 251, 2013.
- R. Rosas and et.al, "Beyond Nintendo: Design and Assessment of Educational Video GAmes for First and Second Grade Students," Computers & Games, p. 40, 2003.
- A. I. Wang, "The Wear Out Effect if a Game-Based Student Response System," Computers & Education, pp. 82, 217-227, 2015.
- K. R. Christy and J. Fox, "Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance," Science Direct, 2014.
- "EdTech," 2016. [Online]. Available: https://www.thetechedvocate.org/8-must-gamification-apps-tools-resources/. [Accessed 21 January 2019].
Abstract Views: 665
PDF Views: 0