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 Gamification in Education: Enhancing Learning Through Technology�

NAME: CATHERINE JOYCE A/P M PAKIYASAMY PILLAI

MATRICS NO : 2023.1.EDU02.0009

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Chapter 4 :Data Analysis

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Research Questions

  1. What effect does gamification have on pupils’ academic achievement in technologically enhanced classrooms?
  2. What effects does gamification have on students’ motivation and involvement in class?
  3. What attitudes and views do students have about the usage of gamified learning resources in the classroom?
  4. What difficulties do teachers have when gamification is applied in formal educational contexts using digital platform?

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Methodology

  • This research is conducted by Qualitative method with interview and Pre - test and post – test for measure students improvement in lessons.
  • The data was collected from 10 students Year 12 and 3 teachers via interviews.

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Data collection method

  1. Performance test of gamification – to measure students skills before and after intervention.
  2. Interview from teachers – to understand how gamification affects student motivation , engagement and learning outcomes as seen by the teacher.
  3. Student’s Questionnaire - to measure their interest in gamification lesson and traditional lesson

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Analysis Data

  • Data collected via pre – test and post – test.
  • Compared student’s motivation and engagement with traditional learning and gamification learning
  • Student’s Performance Results of traditional and gamification learnings.
  • Interview after the intervention recorded

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Discussion and interpretation

  • This chapter presents the research findings in the form of qualitative data analyzed based on interview themes and researcher’s interpretation

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Rubric for Pre-test and Post Test

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Pre – test quiz

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Post – test quiz

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Pre – Test Lesson Plan

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Post – test Lesson Plan

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Pre – Test Survey

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Post – test Survey

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Interview

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Result qualitative research

  • 1. What effect does gamification have on pupils' academic achievement in technologically enhanced classrooms?

Result

  • - Students increase their academic performance from 29.00 to 80.00 when there are gamification integration in lesson.

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  • 2. What effects does gamification have on students' motivation and involvement in class?

  • This research indicated that students get motivated when gamification involve in classroom. based on the google form survey 69.7% stated that they get very excited when there are gamify lesson conducted by teachers. 30.3% stated that they feel understand better during gamify lessons. All the students were involved in the interview and they give very positive feedback about gamification lessons.

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Discussions and summaries

  • This chapter will summaries the discussion of students motivation and engagement in classroom when there are gamification involve in lesson and how gamification able to enhance students’ academic performance.

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Finding

  • Students get very excited during gamify lessons in class.
  • Participation and confidence of students increase in classroom.
  • Gamification lessons able to enhance students academic performance in class.

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Summary

  • This research found that students’ academic performance as well as their confidence enhanced after implemented the gamification lessons in the classroom.

  • Gamification teaching method is more effective that traditional teaching method.

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Discussion

  • Gamification lessons gives positive impact to the students.

  • It more effective when teachers integrated technologies games during lessons.

  • Students get motivated to participate as well as to learn when there are gamification integration in lessons.

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Suggestions

  • Expand the gamification education in schools.

  • Integrate more gamification lesson in the classroom.

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Conclusion

  • This research proved that gamification is more effective that traditional learning. it can enhance students academic performance and increase students’ confidence.

  • This intervention provide positive impact towards student in term of motivation and academic performance.

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Thank You