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Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods

The rapid development of information technology has made a wide range of cutting-edge technologies accessible, supporting the flourishing of human existence. Modern technology has made it possible for new computer-based technological strategies like gamification. The pedagogical framework is based o...

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Autores principales: Li, Qiaoling, Yin, Xiufeng, Yin, Weili, Dong, Xia, Li, Qingqing
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Berlin Heidelberg 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10111307/
https://www.ncbi.nlm.nih.gov/pubmed/37362302
http://dx.doi.org/10.1007/s00500-023-08179-9
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author Li, Qiaoling
Yin, Xiufeng
Yin, Weili
Dong, Xia
Li, Qingqing
author_facet Li, Qiaoling
Yin, Xiufeng
Yin, Weili
Dong, Xia
Li, Qingqing
author_sort Li, Qiaoling
collection PubMed
description The rapid development of information technology has made a wide range of cutting-edge technologies accessible, supporting the flourishing of human existence. Modern technology has made it possible for new computer-based technological strategies like gamification. The pedagogical framework is based on the “gamification” game format, which is one of the most recent teaching strategies and has an engaging component for students. Gamification, flipped learning, and problem-based learning are three examples of the technical aspect of escape rooms. In the academic setting, gamification aims to boost student engagement and motivation in order to produce a better user experience. Gamification has been found to increase levels of participation, foster it, and improve activity outcomes. Gamification is recommended in educational settings to improve students’ achievement, focus, and contentment in light of these benefits. In order to establish an effective learning environment where students may effectively improve their learning capacities and boost their performance, it can be difficult to select a higher performing technique among the available techniques due to the ongoing use of gamification techniques. The fuzzy analytical hierarchy process (FAHP) and evaluation based on distance from average solution (EDAS) are applied in order to determine the criterion weighting and assess the techniques in order to make a good decision. The presented paper analyzed numerous game-based learning techniques along with their applications in the educational field. Additionally, ten criteria and eight gamification methodologies are used to assess and pick the prior pertinent works. By utilizing the suggested approaches, the decision problem has been resolved. The FAHP approach is used in the suggested analysis to evaluate the criteria and determine their weights. Then, using the EDAS method, places are assigned to the chosen procedures based on their evaluation score and criterion weighting. The results of the appraisal show that the gamification technique with the highest production takes first place and is regarded as the best-performing and most successful technique. On the other hand, it is clear that the technique with the lowest production takes the bottom spot and is referred to as the least expensive and lowest performing technique. In order to increase students’ motivation, which could have a substantial impact on learning, it has been discovered that gamification is a feasible strategy.
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spelling pubmed-101113072023-04-20 Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods Li, Qiaoling Yin, Xiufeng Yin, Weili Dong, Xia Li, Qingqing Soft comput Focus The rapid development of information technology has made a wide range of cutting-edge technologies accessible, supporting the flourishing of human existence. Modern technology has made it possible for new computer-based technological strategies like gamification. The pedagogical framework is based on the “gamification” game format, which is one of the most recent teaching strategies and has an engaging component for students. Gamification, flipped learning, and problem-based learning are three examples of the technical aspect of escape rooms. In the academic setting, gamification aims to boost student engagement and motivation in order to produce a better user experience. Gamification has been found to increase levels of participation, foster it, and improve activity outcomes. Gamification is recommended in educational settings to improve students’ achievement, focus, and contentment in light of these benefits. In order to establish an effective learning environment where students may effectively improve their learning capacities and boost their performance, it can be difficult to select a higher performing technique among the available techniques due to the ongoing use of gamification techniques. The fuzzy analytical hierarchy process (FAHP) and evaluation based on distance from average solution (EDAS) are applied in order to determine the criterion weighting and assess the techniques in order to make a good decision. The presented paper analyzed numerous game-based learning techniques along with their applications in the educational field. Additionally, ten criteria and eight gamification methodologies are used to assess and pick the prior pertinent works. By utilizing the suggested approaches, the decision problem has been resolved. The FAHP approach is used in the suggested analysis to evaluate the criteria and determine their weights. Then, using the EDAS method, places are assigned to the chosen procedures based on their evaluation score and criterion weighting. The results of the appraisal show that the gamification technique with the highest production takes first place and is regarded as the best-performing and most successful technique. On the other hand, it is clear that the technique with the lowest production takes the bottom spot and is referred to as the least expensive and lowest performing technique. In order to increase students’ motivation, which could have a substantial impact on learning, it has been discovered that gamification is a feasible strategy. Springer Berlin Heidelberg 2023-04-18 /pmc/articles/PMC10111307/ /pubmed/37362302 http://dx.doi.org/10.1007/s00500-023-08179-9 Text en © The Author(s), under exclusive licence to Springer-Verlag GmbH Germany, part of Springer Nature 2023, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Focus
Li, Qiaoling
Yin, Xiufeng
Yin, Weili
Dong, Xia
Li, Qingqing
Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods
title Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods
title_full Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods
title_fullStr Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods
title_full_unstemmed Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods
title_short Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods
title_sort evaluation of gamification techniques in learning abilities for higher school students using fahp and edas methods
topic Focus
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10111307/
https://www.ncbi.nlm.nih.gov/pubmed/37362302
http://dx.doi.org/10.1007/s00500-023-08179-9
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