HomeJournal of Interdisciplinary Perspectivesvol. 2 no. 9 (2024)

Perceived Level of Effects of Gamification and Student Engagement of Senior High School Students

Candace Nathalie N. Casia | Carl Joseph O. Angga | Luke Carlyle B. Bayron | Aljean Nicolle A. Caralos | Eshly Jodah S. Guinto | Jasmine Samantha Z. Iligan | Kim B. Lunasin | Ira T. Palacio | Stephanie M. Tampus | Marie Vi Goc-Ong

Discipline: Education

 

Abstract:

This study investigated the impact of gamification on student engagement and learning outcomes among grade 11 students. Specifically, it examined the relationship between the perceived effects of gamification and student engagement. A non-experimental quantitative research design with a descriptive correlational method was employed, involving 76 senior high school students from a medical school in Davao City. Data were collected using modified versions of the "Gamification and Learning Engagement Questionnaire" (GLEQ) and the "Student Course Engagement Questionnaire" (SCEQ). Results indicated high mean scores for both the effects of gamification and student engagement, with a significant positive correlation between the two variables. This suggests that gamification can significantly enhance learning outcomes by creating an engaging and dynamic learning environment. The study highlights the potential of gamification to foster student engagement, encouraging instructors to integrate game-like elements and activities into their teaching. Teachers can increase student interest and improve classroom performance by adopting various gamified strategies.



References:

  1. Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56-79. https://doi.org/10.1108/ijilt-02-2017-0009
  2. Astin, A. W. (1984). Student involvement: A developmental theory for higher education. Journal of College Student Personnel, 25(4), 297-308.
  3. Betts, A. L., Fabienke, N., & Farber, M. (2021). The Quest for Learning: Promoting Engagement and Disciplinary Literacy Through Game-Based Quests. Advances in Early Childhood and K-12 Education, 203-230. https://doi.org/10.4018/978-1-7998-4721-2.ch010
  4. Bhat, A. (2018). Descriptive Correlational: Descriptive vs Correlational Research. Retrieved from https://www.questionpro.com/blog/descriptive-research-vs-correlational-research/
  5. Bullock, M. (2023). How Gamification is Different From Traditional Learning. Retrieved from https://spinify.com/blog/how-gamification-is-different-from-traditional-learning/
  6. Cahyani, A. D. (2016). Gamification Approach to Enhance Students Engagement in Studying Language course. MATEC Web of Conferences, 58, 03006. https://doi.org/10.1051/matecconf/20165803006
  7. Canonizado, I. C. (2020). A Closer Look at Descriptive Correlational Method of Research. Retrieved from https://discover.hubpages.com/education/A-Closer-Look-at-Descriptive-Correlational-Method-of-Research/
  8. Costa, J. M. (2023). Using game concepts to improve programming learning: A multi‐level meta‐analysis. Computer Applications in Engineering Education, 31(4), 1098–1110. https://doi.org/10.1002/cae.22630
  9. Dindar, M., Ren, L., & Järvenoja, H. (2021). An experimental study on the effects of gamified cooperation and competition on English vocabulary learning. British Journal of Educational Technology, 52(1), 142-159. https://doi.org/10.1111/bjet.12977
  10. Delizo, C., Manalese, M. J., & Buenaventura, R. (2019). Gamification in ESL learning. Ascendens Asia Singa- pore-Union Christian College Philippines Journal of Multidisciplinary Research Abstracts, 2(1). https://ojs.aaresearchindex.com/index.php/aas- guccphjmra/article/view/2654
  11. Foley, B. (2018). Purposive Sampling 101. Retrieved from https://www. surveygizmo.com/resources/blog
  12. Głowacki, J., Kriukova, Y., & Avshenyuk, N. (2018). Gamification in Higher Education: Experience of Poland and Ukraine. Advanced Education, 5(10), 105-110. https://doi.org/10.20535/2410-8286.151143
  13. Handelsman, M. M., Briggs, W. L., Sullivan, N., & Towler, A. (2005). A measure of college student course engagement. The Journal of Educational Research, 98(3), 184-191. https://doi.org/10.3200/JOER.98.3.184-192
  14. Helvacilar, A. (2023). How Gamification Increases Classroom Participation. Retrieved from https://sertifier.com/blog/how-gamification-increases-classroom-participation/
  15. Huseman, T. (2023). Gamification’s Impact on Student Learning Engagement. Retrieved from https://www.acadecraft.com/blog/gamifications-impact-on-students-learning/
  16. Kalogiannakis, M., Papadakis, S., & Zourmpakis, A. I. (2021). Gamification in Science Education: A Systematic Review of the Literature. Education Sciences, 11(1), 22. https://doi.org/10.3390/educsci11010022
  17. Kasinathan, V., Mustapha, A., Kok Fu, C., Che Abdul Rani, M. F., & Manikam, S. (2019). Gamification concept for encouraging lecture attendance. Indonesian Journal of Electrical Engineering and Computer Science, 16(1), 482. https://doi.org/10.11591/ijeecs.v16.i1.pp482-490
  18. Khaleel, F. L., Ashaari, N. S., & Tengku Wook, T. S. M. (2020). The impact of gamification on students’ learning engagement. Electronic Computer Center. https://doi.org/10.11591/ijece.v10i5.pp4965-4972
  19. Kassab, S. E., El‐Sayed, W., & Hamdy, H. (2022). Student engagement in undergraduate medical education: A scoping review. Medical Education, 56(7), 703-715. https://doi.org/10.1111/medu.14799
  20. Kleszczyński, K. (2019). Games and the Future of Man: Gamification as a Transhumanist Program. Future Human Image, 53-63. https://doi.org/10.29202/fhi/12/4
  21. Mazarakis, A. (2021). Gamification Reloaded. I-com 20(3), 279-294. https://doi.org/10.1515/icom-2021-0025
  22. Mosalanejad, L., & Mansouri, E. (2023). Development of gamification as addiction education and examining its effects on students’ motivation and enjoyment. Bangladesh Journal of Medical Science, 22(3), 564-572. https://doi.org/10.3329/bjms.v22i3.65325
  23. Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of Digital Game-Based Learning on Student Engagement and Motivation. Computers, 12(9), 177. https://doi.org/10.3390/computers12090177
  24. Pelegro, R. (2022). Gamification in Online Education. SSRN. http://dx.doi.org/10.2139/ssrn.4054977
  25. Luarn, P., Chen, C.-C., & Chiu, Y.-P. (2023). The influence of gamification elements in educational environments: International Journal of Game-Based Learning, 13(1), 1–12. https://doi.org/10.4018/IJGBL.323446
  26. Rabah, J., Cassidy, R., & Beauchemin, R. (2018, November). Gamification in education: Real benefits or edutainment. In 17th European Conference on e-Learning, Athens, Greece, 489-497
  27. Spates, S. (2020). The Bear Cave: Using gamification to teach organizational communication. Communication Teacher, 36(2), 160-165. https://doi.org/10.1080/17404622.2021.1937665
  28. Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326.
  29. Zaric, N., Roepke, R., Lukarov, V., & Schroeder, U. (2021). Gamified Learning Theory: The Moderating role of learners’ learning tendencies. International Journal of Serious Games, 8(3), 71-91. https://doi.org/10.17083/ijsg.v8i3.438

All Comments (2)

Armina
4 days ago

Can I have a copy of this article

Joel jase bantay
2 hrs ago

Can i have the link of this article