Gamification-Based Learning Design to Improve Student Engagement and Conceptual Understanding in Higher Education
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Andini Rachmawati, Muhammad Alif Pratama

Gamification-Based Learning Design to Improve Student Engagement and Conceptual Understanding in Higher Education

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Introduction

Gamification-based learning design to improve student engagement and conceptual understanding in higher education. Discover how gamification-based learning designs significantly boost student engagement and conceptual understanding in higher education, as shown in a computer science study.

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Abstract

The integration of gamification in education has gained increasing attention as a strategy to enhance student engagement and learning outcomes. This study investigates the impact of a gamification-based learning design on improving student engagement and conceptual understanding in higher education. A quasi-experimental research method was employed involving 80 undergraduate students enrolled in a computer science course. The experimental group participated in a gamified learning environment incorporating elements such as points, badges, leaderboards, and mission-based tasks, while the control group followed traditional instructional methods. Quantitative data from pre-test and post-test assessments revealed that the experimental group showed significantly higher improvement in conceptual understanding. In addition, results from the Student Course Engagement Questionnaire (SCEQ) indicated increased levels of behavioral, emotional, and cognitive engagement among gamified participants. Qualitative feedback through interviews and focus groups supported these findings, highlighting enhanced motivation, participation, and collaborative learning experiences. The results suggest that gamification, when properly implemented, can create an engaging and effective learning environment. However, thoughtful design is crucial to ensure that gamified elements support learning goals without inducing unnecessary stress or competition. This study contributes to the growing body of evidence supporting gamification as a transformative tool in higher education.


Review

This study presents a timely investigation into the efficacy of gamification-based learning designs in higher education, specifically focusing on its impact on student engagement and conceptual understanding. Utilizing a quasi-experimental approach with 80 undergraduate computer science students, the authors effectively compared a gamified learning environment against traditional instructional methods. The findings are compelling, demonstrating significantly higher improvements in conceptual understanding within the experimental group, supported by quantitative pre- and post-test data. Furthermore, the robust evidence of increased behavioral, emotional, and cognitive engagement, as measured by the Student Course Engagement Questionnaire and corroborated by qualitative feedback, strongly supports the hypothesis that gamification, when thoughtfully applied, can foster a more dynamic and effective learning experience. The research makes a valuable contribution to the growing body of literature advocating for gamification as a transformative pedagogical tool. By meticulously integrating quantitative measures of learning outcomes with multi-dimensional assessments of engagement and rich qualitative insights, the study provides a comprehensive picture of gamification's benefits. The observed enhancements in motivation, participation, and collaborative learning underscore the potential for gamified designs to move beyond mere novelty and cultivate deeper, more meaningful student interactions with course material. This mixed-methods approach strengthens the validity of the conclusions and offers practical implications for educators and instructional designers seeking to implement engaging and effective learning strategies in higher education. While the study convincingly demonstrates the positive impact of gamification, the abstract's concluding remark about the crucial need for "thoughtful design" to avoid "unnecessary stress or competition" warrants further consideration. Future iterations of this research or expanded discussion within the paper could elaborate on the specific design principles employed to mitigate these risks and ensure alignment with learning goals. Exploring the long-term sustainability of such engagement, the generalizability of findings across different disciplines beyond computer science, and potential variations in student responses to gamified elements (e.g., competitive vs. collaborative preferences) would also enrich the understanding of this promising pedagogical approach.


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