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Gamification RRL

The document discusses the impact of gamified assessment on student motivation and engagement among Science majors at PHINMA-University of Pangasinan. It highlights how gamification enhances learning by incorporating game-like elements to foster student involvement, creativity, and critical thinking. The research aims to provide insights into effective educational innovations and the potential challenges of implementing gamification in diverse learning environments.
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0% found this document useful (0 votes)
58 views5 pages

Gamification RRL

The document discusses the impact of gamified assessment on student motivation and engagement among Science majors at PHINMA-University of Pangasinan. It highlights how gamification enhances learning by incorporating game-like elements to foster student involvement, creativity, and critical thinking. The research aims to provide insights into effective educational innovations and the potential challenges of implementing gamification in diverse learning environments.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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PHINMA- University of Pangasinan

College of Education and Liberal Arts


Education Department
Arellano St., Dagupan City 2400

The Effect of Gamified Assessment on Student Motivation and Engagement among Science

Majors at PHINMA-University of Pangasinan

RELATED LITERATURE AND STUDIES

Gamification is a key component of nowadays learning, with the advancements of technology based

approach this modification of traditional learning process can enhance it to be more effective and

enjoyable in today's students. Different types of learners have a unique distinction of their needs.

Game based approaches can deal with this kind of need for example students who are more of a visual

learner may find it easier to use gamification tools that incorporate visuals, such as images, videos, or

3D models.

The learners engagement will also boost by incorporating gamified assessment to their learning

activities by the help of various features of these tools such as achievement badges, point even and

spiraling difficulty of challenges. It has been very evident to us that technology has evolved from

providing simple information to so much information for us. Technology has been very helpful to us

when Covid-19 happens. Technology has been introduced in Education, work, and many aspects of

life. By this, gamified assessment has also been introduced to our Educational Institution. Gamified

assessment has helped in many forms, it has helped students boost their intrinsic motivation, and

enrich active participation. Incorporating game-like elements such as points, badges, and challenges

into education aims to boost students' motivation and encourage active participation. This strategy has

shown that there is potential in various educational environments, particularly in addressing the

challenge of keeping students motivated within traditional learning frameworks. (Sailer et al.,2017).

This kind of strategy in education has been seen in different educational settings by using different

applications, links, and addressing challenges that students encounter. Gamified assessment nurtures
student’s involvement and participation, widens the knowledge of the student and boosts student’s

higher order thinking skills. Student involvement is very fundamental in education. Learners who are

engaged with fun assessment tend to deepen their knowledge in their lessons. It helped students to

think creatively and critically. These are the students who have a great impact in 21st century

education.

Gamification involves integrating game- suchlike rudiments into non-game settings to boost

engagement and provocation. It’s frequently suggested for delicate tasks, because it makes the doing

so much further fun. In education, it has been suggested that the use of games, playing and

gamification, especially in areas of study similar to computer wisdom in advanced education, add

value to pupil performance, engagement and satisfaction. This study conducted a factual disquisition

to assess the effectiveness of gamification in tutoring computer wisdom. It did n’t just look at how it

influences what scholars learn, but also how it influences their satisfaction. Also, the impact of

gamification was tested over the span of a whole semester. Likewise, the study estimated the

sustained impact of gamification across an entire semester. Findings indicate that gamification is a

precious educational strategy for delicate courses at the tertiary position, though group size plays a

pivotal part in optimizing the literacy experience( Chans et al., 2021)

Gamification of education is a new way to enhance learners' motivation and engagement that

combines game design features into educational contexts. A comprehensive study shows that gamified

learning boosts students' motivation and academic achievement. According to the results of a

comprehensive research study, gamification may improve students at all academic levels, from

primary school to college.The concept of motivating individuals is not new; however, the word

"gamification" became part of common language only in 2010. Just a year later, it turned into a trend.

The increasing interest of gamification arises from the opinion that it can enhance motivation, drive

behavior changes, promote friendly competition, and encourage collaboration beyond different

settings.

According to the study made by Minzi Li, Siyu MA, and Yuyang Shi (Examining the effectiveness of

gamification as a tool promoting teaching and learning in educational settings: a meta-analysis)

incorporating gaming aspects into learning environments promotes active engagement and makes
learning fun due to its potential to increase student engagement and motivation. This relates with the

goals of gamified assessment, which can modify the traditional testing into active and interesting

experiences. Particularly in scientific education, where complex concepts can be challenging for

students to understand, gamification helps sustain interest and participation. By focusing on

secondary science students and examining how gamified assessments can improve motivation and

engagement, two essential components for academic success in scientific learning environment.

Research shows that there are a lot of positive impacts of integrating gamification in educational

context. It can affect the motivation, engagement and it can even lead to experiential learning (Lopez

and Tucker, 2019). Even if the gamification has a good potential, there are research that shows no

result when it comes to using gamification (Rachels and Rockinson-Szapkiw, 2018). These results

shows that integrating gamification inside the classroom is not a 100% effectiveness and it has its

drawbacks.

This research aims to know the effect of Gamified Assessment on student’s motivation and

engagement among Science Majors at PHINMA-University of Pangasinan. This research highlights

the effect and how gamification will help students in many aspects. This offers effective insights in

the broadening of education innovation. This research also will help teachers and educators in making

assessments that will help the student in many forms. This can be their simple guide in developing

fun, interactive, and meaningful assessment to students. However, diversity in learners, such as their

experience in technology, knowledge of gamification, makes it a need for diverse methods. This

study states that gamification can be a meaningful and impactful tool to the student in strengthening a

student's skills that are aligned with educational goals.


Members:

Tullao, Carl Baron D.

Cayago, Hershey Khave Q.

Escosio, Ann Geline C.

Celestino, Maria Azalea V.

Cayaban, Rio Orwen T.

Pascual, Yusef M.

Pacpaco, Aira Lyn M.

Reference

https://www.acadecraft.com/blog/gamifications-impact-on-students-learning/

https://www.researchgate.net/publication/

385355189_The_Impact_of_Educational_Gamification_on_Student_Learning_Outcomes#:~:text=Se

veral%20studies%20have%20demonstrated%20that,experience%20by%20making%20it%20more

Chans, G. M., & Portuguez Castro, M. (2021). Gamification as a Strategy to Increase Motivation and

Engagement in Higher Education Chemistry Students. Computers, 10(10), 132.

https://doi.org/10.3390/computers10100132

Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool

promoting teaching and learning in educational settings: a meta-analysis. Frontiers in

Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1253549

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