GAMIFICATION: THE NEXT EVOLUTION OF EDUCATION
Keywords:Gamification, Game based learning, Gamification of Education, Evolution of education
Education is as effective as learning. Research has shown that learning when experienced is better. Experiencing learning through games can be better. This article inquires whether gamification of content improves learning. For administering this inquiry, a game is designed taking learning content from a course of geography in the curriculum of school students. Using this, findings from a preliminary experimental study conducted across 8-9 year old students of the school in question show that learning, in terms of being able to recall the topics understood, is better for the group that learnt through gamified content. Analysis of data through measures of central tendency across groups is indicative of this improvement. We present our game- based learning environment and findings in this context.
Annetta, L. A., Minogue, J., Homes, S. Y. & Cheng, M.-T., 2009. Investigating the impact of video games on high school students' engagement and learning about genetics. Computers & Education, 53(1), pp. 74-85.
Anon., n.d. s.l.:s.n.
Ayeni, A. J., 2011. Teachers' Professional Development and Quality Assurace in Nigerian Secondary Schools. World Journal of Education, 1(2), pp. 143-149.
Ganyaupfu, E. M., 2013. Teaching methods and students' academic performance. International Journal of Humanities and Social Science Invention, 2(9), pp. 29-35.
Hamari , J., Koivisto, J. & Sarsa, H., 2014. Does Gamification work? - A Literature Review of Emperical Studies on Gamification. Hawaii, USA, Proceedings of 47th Hawaii International Conference on System Sciences.
Huotari, K. & Hamari, J., 2012. Defining Gamification- A service marketing perspective. Tampere, Finland, s.n.
Khurshid, D. & Ansari, U., 2012. Effects of Innovative Teaching Strategies on Students' Performance. Global Jornal of Human Social Science Linguistics and Education, 12(10), pp. 47-54.
Lister, M. C., 2015. Gamification: The effect on student motivation and performance at the post-secondary level. Issues and Trends in Educational Technology, 3(2), pp. 1-22.
McGee, S. & Howard, B., 1998. Evaluating Educational Multimedia in the context of Use. Journal of Universal Computer Science, 4(3).
Ministry of Education, G., 2016. Ministry of Education, Guyana. [Online]
[Accessed June 2018].
Roland, J., 2016. Does Gamification Education really improve learning?. [Online]
Winn, B. M., n.d. The Design, Play and Experience Framework. In: R. E. Ferdig, ed. Handbook of Research on Effective electrinic gamining in education. s.l.:Information Science Reference, pp. 1010-1024.
How to Cite
Copyright (c) 2019 Authors
This work is licensed under a Creative Commons Attribution 4.0 International License.