Gamification RRL
Gamification RRL
The Effect of Gamified Assessment on Student Motivation and Engagement among Science
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
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
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
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
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
Pascual, Yusef 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
https://doi.org/10.3390/computers10100132
Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool