Gamification in Online Education
Enhancing Primary School Students' Engagement in Arithmetic after the COVID-19 Pandemic
DOI:
https://doi.org/10.58445/rars.317Keywords:
Gamification, Online education, Primary school students, Student motivation, Educational Apps, MathematicsAbstract
The shift to online education in 2020 due to the COVID-19 pandemic has led to a noticeable decline in the engagement of primary school students in their education, especially in critical skills like arithmetic. This study explores the potential of gamification, a technique that incorporates game-like elements into educational activities, a tool for promoting student engagement. Utilising the Android application QuickDigits, which offers fast-paced, competitive, and adaptive arithmetic problems, we examined the change in students' involvement with arithmetic following exposure to the game. The study involved a pre- & post-survey design, with a sample of 25 primary school students from Noida, India. Engagement was quantified through an ‘engagement score’ obtained from a Google Forms survey which asked 3 questions about the students' enthusiasm, motivation, and enjoyment of arithmetic. Results from a paired right-tailed t-test indicated a significant increase in engagement scores post-application usage (p<0.005), suggesting that gamified learning can boost primary school students' engagement with arithmetic. Furthermore, the data revealed a potential link between intrinsic motivation and external requirements among students, hinting at a complex interplay of factors affecting their engagement. These findings underscore the potential of gamification as an effective strategy for maintaining student engagement in a digital learning environment, particularly in crucial skill areas like arithmetic. It also suggests that further research is required to elucidate the relationship between intrinsic motivation, extrinsic motivation, and gamified learning.
References
Berger, M., Kuang, M., Jerry, L., & ETS, D. F. (2022, February 22). Impact of the Coronavirus (COVID-19) Pandemic on Public and Private Elementary and Secondary Education in the United States (Preliminary Data): Results from the 2020-21 National Teacher and Principal Survey (NTPS). Nces.ed.gov. https://nces.ed.gov/pubsearch/pubsinfo.asp?pubid=2022019
Bouchrika, I., Harrati, N., Wanick, V., & Wills, G. (2019). Exploring the Impact of Gamification on Student Engagement and Involvement with e-learning Systems. Interactive Learning Environments, 29(8), 1–14. https://doi.org/10.1080/10494820.2019.1623267
Ceci, L. (2023, January 9). Top education apps worldwide by downloads 2022. Statista. https://www.statista.com/statistics/1284623/top-education-apps-global-by-downloads/
Lee, J., & Hammer, J. (2011, January). (PDF) Gamification in Education: What, How, Why Bother? ResearchGate. https://www.researchgate.net/publication/258697764_Gamification_in_Education_What_How_Why_Bother
McDonald, JH. (2014). Handbook of Biological Statistics (3rd ed.). Sparky House Publishing. https://www.biostathandbook.com/HandbookBioStatThird.pdf
Poondej, C., & Lerdpornkulrat, T. (2016). The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing, 31(2). http://journal.acce.edu.au/index.php/AEC/article/view/110
Rannaware, A., Shaikh, U., Gaidhane, A., Choudhari, S. G., & Zilate, S. (2022). Challenges and Barriers for Accessing Online Education Amongst School Children in an Urban Slum Area of Pune, India. Cureus, 14(9). https://doi.org/10.7759/cureus.29419
Salman, M. A., Kaharuddin, A., & Multazam. (2022). DIFFICULTIES IN ONLINE LEARNING DURING COVID-19 PANDEMIC: PERCEPTIONS OF EFL STUDENTS OF UIN ALAUDDIN MAKASSAR. Journal of Islam and Science, 9(2), 83–93. https://doi.org/10.24252/jis.v9i2.30668
Zhang, Y., Yang, X., Sun, X., & Kaiser, G. (2023). The reciprocal relationship among Chinese senior secondary students’ intrinsic and extrinsic motivation and cognitive engagement in learning mathematics: a three-wave longitudinal study. ZDM – Mathematics Education, 55. https://doi.org/10.1007/s11858-022-01465-0
Nagpal, M., & Sinha, C. (2016). Perceived parental pressure and academic achievement among Students: Exploring the mediating effect of test anxiety among school students, Bangalore. Open Journal of Educational Psychology.
gamification. 2023. In Merriam-Webster.com.
Retrieved Feb 4, 2023, from https://www.merriam-webster.com/dictionary/gamification
Google Trends (https://trends.google.com/trends)
https://trends.google.com/trends/explore?date=2018-01-01%202021-01-01&q=educational%20games
https://trends.google.com/trends/explore?date=2018-01-01%202021-01-01&q=%2Fm%2F0gxzb2p,
https://trends.google.com/trends/explore?date=2018-01-01%202021-01-01&q=%2Fg%2F11g6yrck6m,
https://trends.google.com/trends/explore?date=2018-01-01%202021-01-01&q=%2Fm%2F010pkp62
Downloads
Posted
Categories
License
Copyright (c) 2023 Parth Bhardwaj
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.