Computers,
Journal Year:
2024,
Volume and Issue:
13(12), P. 324 - 324
Published: Dec. 4, 2024
Gamification
has
become
a
topic
of
interest
for
researchers
and
educators,
particularly
in
science
education,
the
last
few
years.
Students
all
educational
levels
have
consistently
faced
challenges
when
grasping
scientific
concepts.
However,
effectiveness
gamification,
especially
terms
academic
performance,
shown
mixed
results.
This
led
to
explore
new
alternative
approach,
adaptive
gamification.
Our
study
compared
effects
gamification
with
traditional
inquiry-based
learning.
Two
classes
9-year-old
students
participated,
experimental
group
using
control
following
more
conventional
teaching
approach
lessons
experiments.
Both
groups
were
tested
before
after
lessons,
their
results
analyzed
SPSS.
The
findings
revealed
that
while
both
showed
significant
difference
had
significantly
higher
scores
than
group.
Particularly
observed
regarding
learning
improvements
based
on
students’
gender,
female
male
demonstrating
improvement.
In
contrast,
group,
only
displayed
research
contributes
relatively
field
education
improvement
learning,
context
gender
differences.
Advances in Mobile Learning Educational Research,
Journal Year:
2023,
Volume and Issue:
3(2), P. 873 - 885
Published: Oct. 23, 2023
Due
to
the
soaring
progression
in
portable
innovations
and
mobile
technology,
popularity
of
phones
has
expanded
dramatically,
which
led
widespread
adoption
gadgets
by
almost
every
age
group,
especially
youth.
The
apparent
consequence
is
embracing
teaching-learning
processes.
Researchers
have
been
inclined
study
potential
impact
incorporating
devices
into
education
system
recent
years.
Many
studies
conducted
explore
viability
integrating
higher
system.
However,
only
a
few
works
addressed
realm
from
perspective
Indian
present
work
employs
Preferred
Reporting
Items
for
Systematic
Reviews
Meta-Analysis
(PRISMA)
framework
endeavours
contribute
literature
exercising
systematic
review
open-access
literary
carried
out
standpoint
India,
Uttarakhand
province.
essential
keywords,
inclusion/exclusion
criteria,
research
questions
addressing
cruxes
desired
investigation
are
contemplated
designed
first.
articles
then
populated
leading
academic
databases,
general
web
resources,
government
reports.
PRISMA
guidelines
followed
filter
satisfying
adopted
criteria.
final
shortlisted
rigorously
studied
develop
insights
answer
framed
questions.
observations
signalize
need
frame
effective
policies
address
hurdles
optimize
usage
learning
education,
including
Uttarakhand.
Psychology in Russia State of Art,
Journal Year:
2023,
Volume and Issue:
16(4), P. 21 - 36
Published: Jan. 1, 2023
Background.
The
majority
of
mistakes
students
make
while
using
“well-learned”
decimal
counting,
can
be
attributed
to
their
miscomprehension
the
structure
and
arrangement
“positional”
numeral
system.
Digital
support
may
merely
serve
an
illustrative
training
function,
or
it
provide
special
environment
for
locating
problem
positional
counting
as
a
part
meaningful
actions
by
students.
Following
Activity
approach,
we
aimed
scaffold
students’
own
learning
actions,
in
such
way
reveal
origin
multi-digit
number
concept.
Thus,
used
other-base
systems
reconsider
reasoning
behind
familiar
operations
most
common
base-ten
Objective.
purpose
this
paper
is
present
approach
computer
which
have
designed,
based
on
our
analysis
activity
content
related
concept,
discuss
some
preliminary
results
first
series.
Design.
educational
design
developed
within
Learning
theory
defines
ways
becomes
essential.
should
transparent
interface
allows
perform
transformations
with
objects
will
react
accordingly.
additional
opportunities
concept-mediated
orientation
procedures
also
scaffolded
digital
means.
For
purposes
study,
computer-based
module
“Interstellar
wanderers”
was
designed.
Four
groups
from
2nd
5th
grade
(8-12
years
age,
20
children
total)
participated
experimental
lessons
(over
30
hours);
classroom
observations,
videotaped
discussions,
logs
individual
work
simulation
were
analysis.
Results.
teaching
showed
that
progress
toward
acquisition
concept
through
reflective
re-thinking
well-learned
Yet
further
research
needed
get
quantitative
performance.
Conclusion.
general
principles
education
(Galperin,
Davydov,
&
Talyzina)
demand
thorough
being
studied,
well
appropriate
means
corresponding
contexts
tasks.
designed
activity,
are
bring
promising
results.
International Journal of Engineering Pedagogy (iJEP),
Journal Year:
2024,
Volume and Issue:
14(3), P. 36 - 52
Published: April 8, 2024
In
today’s
educational
landscape,
the
integration
of
innovative
pedagogical
approaches
is
essential
for
improving
student
learning.
this
respect,
game-based
learning
appears
to
be
a
strategy
that
not
only
actively
engages
students—who
often
struggle
understand
scientific
concepts,
leading
negative
emotions
and
discouragement—but
also
helps
them
acquire
transferable
skills.
Particularly
in
field
telecommunications
engineering,
where
practical
application
knowledge
essential,
use
games
offers
unique
opportunity
explore
reinforce
specific
general
study,
cross-sectional
quantitative
methodology
was
implemented
using
representative
sample
64
undergraduate
students
sixth
semester
engineering
program
at
public
university.
general,
are
primarily
intended
evoke
participants,
such
as
enjoyment,
help
cultivate
“receptive
mindset”
effectively
teach
subject.
contrast
these
approaches,
game
proposed
study
incorporates
humanistic
skills
artistic
tools
construct
antennas
within
context.
This
enabled
engage
practical,
applied
experience
their
focusing
on
three
key
aspects:
appropriating
knowledge,
building
values,
about
life,
well
recognizing
others
society
interacting
with
environment.
The
results
obtained
were
compared
those
conventional
teaching
tools.
showed
play
imparted
but
contributed
students’
overall
development
by
fostering
values
personal
professional
success.
underscore
significance
developing
authentically
simulate
project
processes
activities.
emphasizes
importance
aligning
dynamics
real-world
challenges
situations
engineering.
simulation-based
approach
may
maximizing
impact
training
future
professionals
field.
comparative
fill
gap
education
providing
valuable
insights.
It
important
comprehend
an
antenna
course
willingness
style
classroom.
E-Learning and Digital Media,
Journal Year:
2024,
Volume and Issue:
unknown
Published: April 29, 2024
Though
many
studies
suggest
the
positive
effects
of
leaderboard
on
participants’
learning
and
motivation,
research
also
shows
that
not
all
students
benefit
from
use
leaderboard.
Based
self-determination
theory
(SDT),
this
study
examined
how
students’
actual
competence,
perceived
autonomy,
relatedness
affected
enjoyment
intention
for
future
participation
in
a
leaderboard-based
math
practice
game.
The
results
showed
both
competence
autonomy
were
closely
related
to
participation,
while
their
or
such
games.
findings
offer
valuable
insights
recommendations
gamification
practice.
Computers,
Journal Year:
2024,
Volume and Issue:
13(12), P. 324 - 324
Published: Dec. 4, 2024
Gamification
has
become
a
topic
of
interest
for
researchers
and
educators,
particularly
in
science
education,
the
last
few
years.
Students
all
educational
levels
have
consistently
faced
challenges
when
grasping
scientific
concepts.
However,
effectiveness
gamification,
especially
terms
academic
performance,
shown
mixed
results.
This
led
to
explore
new
alternative
approach,
adaptive
gamification.
Our
study
compared
effects
gamification
with
traditional
inquiry-based
learning.
Two
classes
9-year-old
students
participated,
experimental
group
using
control
following
more
conventional
teaching
approach
lessons
experiments.
Both
groups
were
tested
before
after
lessons,
their
results
analyzed
SPSS.
The
findings
revealed
that
while
both
showed
significant
difference
had
significantly
higher
scores
than
group.
Particularly
observed
regarding
learning
improvements
based
on
students’
gender,
female
male
demonstrating
improvement.
In
contrast,
group,
only
displayed
research
contributes
relatively
field
education
improvement
learning,
context
gender
differences.