Enhancing Student Motivation, Engagement, and Achievement through Gamification Techniques
Keywords:
Gamification, Student Engagement, Academic Performance, Activity Theory, Inclusivity, Qualitative, Technology-Enhanced Learning (TEL), Science, Technology, Engineering and Mathematics (STEM)Abstract
This study investigates the impact of gamified learning in higher education, focusing on STEM disciplines, including Information Technology, Physics, and Microbiology. Conducted within a college-based higher education setting, I employed a qualitative methodology, incorporating in-depth interviews with a diverse cohort of students, lecturers, a special education manager, and a technologist. My primary aim was to examine the transformative potential of gamification in education by assessing its effects on student motivation, engagement, and academic achievement. Additionally, I explored how gamification, as an instructional strategy, can cater to diverse student needs, thereby enriching the overall learning experience. My research is theoretically underpinned by Activity Theory, which provides a structured framework for analysing the dynamic interactions between individuals, tools, and educational objectives within a social context. Engeström (1987) posits that Activity Theory serves as a robust analytical tool for understanding these interactions, particularly in educational environments where learning is mediated by cultural and institutional factors.
My findings indicate that gamification holds considerable promise in enhancing student engagement and motivation. The results suggest that features such as points, badges, and narrative elements can significantly improve the educational experience, making learning more engaging and contextually relevant. Methodologically, I adopted a rigorous qualitative framework, employing thematic analysis of interview data with the support of NVivo software. While I acknowledge limitations, including the relatively small sample size and the potential biases associated with purposive sampling, this study contributes valuable insights to the field of Technology-Enhanced Learning (TEL). It demonstrates how gamification, when effectively integrated into curricula, can significantly enrich learning experiences, particularly in an era where sustaining student engagement remains a challenge. Moreover, my study highlights the need for further large-scale studies to refine the design and implementation of gamified learning strategies.
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