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A gamified approach for improving the learning performance of K-6 students using Easter eggs

Gamification is mainly used to increase user engagement and motivation, hence increasing the user base and user activity. Defined by applying game elements to non-gaming contexts, gamification is mostly integrated with software applications in order to provide a gameful experience for users. Educati...

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Detalles Bibliográficos
Autores principales: Takbiri, Yazdan, Bastanfard, Azam, Amini, Amineh
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9843660/
https://www.ncbi.nlm.nih.gov/pubmed/36685015
http://dx.doi.org/10.1007/s11042-023-14356-7
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author Takbiri, Yazdan
Bastanfard, Azam
Amini, Amineh
author_facet Takbiri, Yazdan
Bastanfard, Azam
Amini, Amineh
author_sort Takbiri, Yazdan
collection PubMed
description Gamification is mainly used to increase user engagement and motivation, hence increasing the user base and user activity. Defined by applying game elements to non-gaming contexts, gamification is mostly integrated with software applications in order to provide a gameful experience for users. Education has been one of the areas where gamification studies have focused a lot during the last decade. Young students with the age range of 7–12 years old (K-6) require different teaching methods to use their full potential. However, the methods and principles presented in studies on gamification and its application in education are not dedicated to K-6 students. Furthermore, the evolution of video games has brought new opportunities to develop new gamification elements and principles. In this research, the easter egg element has been implemented as a gamification element. Easter eggs can trigger children’s curiosity by encouraging them to find all the Easter eggs, promising special rewards and perks. Additionally, a gamified approach is proposed for implementing a gamified software application for K-6 students. Based on the proposed approach, Science Island is implemented as an online gamified web application for K-6 students. In order to assess the proposed approach, a group of 47 sixth-grade students was selected to use the application for an observation period of 2 months. Feedbacks from students showed that more than 82% of the students agreed with the effectiveness of gamification in their educational performance. Additionally, the results from the data analysis revealed that students’ learning performance was improved significantly after applying gamification elements; showing an increase of 0.63 in average quiz score from the second month compared to the first month. Furthermore, the user activity rate at the end of the observation period showed increased motivation among students for using the software application.
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spelling pubmed-98436602023-01-17 A gamified approach for improving the learning performance of K-6 students using Easter eggs Takbiri, Yazdan Bastanfard, Azam Amini, Amineh Multimed Tools Appl Article Gamification is mainly used to increase user engagement and motivation, hence increasing the user base and user activity. Defined by applying game elements to non-gaming contexts, gamification is mostly integrated with software applications in order to provide a gameful experience for users. Education has been one of the areas where gamification studies have focused a lot during the last decade. Young students with the age range of 7–12 years old (K-6) require different teaching methods to use their full potential. However, the methods and principles presented in studies on gamification and its application in education are not dedicated to K-6 students. Furthermore, the evolution of video games has brought new opportunities to develop new gamification elements and principles. In this research, the easter egg element has been implemented as a gamification element. Easter eggs can trigger children’s curiosity by encouraging them to find all the Easter eggs, promising special rewards and perks. Additionally, a gamified approach is proposed for implementing a gamified software application for K-6 students. Based on the proposed approach, Science Island is implemented as an online gamified web application for K-6 students. In order to assess the proposed approach, a group of 47 sixth-grade students was selected to use the application for an observation period of 2 months. Feedbacks from students showed that more than 82% of the students agreed with the effectiveness of gamification in their educational performance. Additionally, the results from the data analysis revealed that students’ learning performance was improved significantly after applying gamification elements; showing an increase of 0.63 in average quiz score from the second month compared to the first month. Furthermore, the user activity rate at the end of the observation period showed increased motivation among students for using the software application. Springer US 2023-01-17 2023 /pmc/articles/PMC9843660/ /pubmed/36685015 http://dx.doi.org/10.1007/s11042-023-14356-7 Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2023 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 Article
Takbiri, Yazdan
Bastanfard, Azam
Amini, Amineh
A gamified approach for improving the learning performance of K-6 students using Easter eggs
title A gamified approach for improving the learning performance of K-6 students using Easter eggs
title_full A gamified approach for improving the learning performance of K-6 students using Easter eggs
title_fullStr A gamified approach for improving the learning performance of K-6 students using Easter eggs
title_full_unstemmed A gamified approach for improving the learning performance of K-6 students using Easter eggs
title_short A gamified approach for improving the learning performance of K-6 students using Easter eggs
title_sort gamified approach for improving the learning performance of k-6 students using easter eggs
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9843660/
https://www.ncbi.nlm.nih.gov/pubmed/36685015
http://dx.doi.org/10.1007/s11042-023-14356-7
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