2022
DOI: 10.11591/ijere.v11i3.21918
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Gamifying education for classroom engagement in primary schools

Abstract: <span lang="EN-US">Gamification carries the element of fun and creativity into classroom teaching. It is not an unusual fact that playing games varied among learners and created an effective classroom environment. In the 21st-century teaching era, learners’ fun and creative learning environment are prioritized. Lessons filled with fun games are believed to produce a positive outcome during a lesson. Therefore, gamification prepares learners to be active and take responsibility for their learning. This st… Show more

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Cited by 7 publications
(9 citation statements)
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References 30 publications
(32 reference statements)
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“…Previous findings indicate that educational gamification increases student engagement, group work, activation, and commitment to learning tasks ( Manzano-León et al, 2021 ; Mee et al, 2022 ; Nyahuye and Steyn, 2022 ). Segura-Robles et al (2020) suggest that gamification increases satisfaction and enjoyment of the students which may increase the intrinsic motivation of students and was associated directly with a better performance.…”
Section: Discussionmentioning
confidence: 97%
“…Previous findings indicate that educational gamification increases student engagement, group work, activation, and commitment to learning tasks ( Manzano-León et al, 2021 ; Mee et al, 2022 ; Nyahuye and Steyn, 2022 ). Segura-Robles et al (2020) suggest that gamification increases satisfaction and enjoyment of the students which may increase the intrinsic motivation of students and was associated directly with a better performance.…”
Section: Discussionmentioning
confidence: 97%
“…Meaningful play is one of the gradual-progression pedagogical dimensions that demands attention to pedagogical gaps in each educational level to ensure continuous level-to-level pedagogical growth. Plays and games were popular pedagogies/approaches used by instructors [75], [76]; resulting in enjoyment, active hands-on or experience, high engagement and motivation, and other benefits [77], [78]. Pedagogical gap was found since pre-school and elementary level learners lack of prior knowledge or experience with certain learning tools in plays [79], indicating that at this early developmental phase, material or tool familiarization and new knowledge or experience accumulation is essential during free play.…”
Section: Main Findingsmentioning
confidence: 99%
“…Students and lecturers are required to do online learning. Especially when lecturers apply gamification, which can help students learn well unconsciously [30]. So that both students and lecturers can be in touch with technology every day, other literature also proves that technology adoption can sustainably increase the adoption of the technology itself [31], [32].…”
Section: Tri Analysismentioning
confidence: 99%