2023
DOI: 10.1007/s10639-023-11585-z
|View full text |Cite
|
Sign up to set email alerts
|

The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow

Abstract: Despite the growing attention towards gamification in learning context, challenge-based gamification application has rarely been subjected to testing in education. In recognition of this void, and grounded on gamification principles, we developed Educhall web-based program. Drawing on self-determination theory, and flow theory the present study aims to explore how the application of this challenge-based gamified program in to learning process of students can increase students’ motivation, flow, and academic su… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

1
13
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
9

Relationship

0
9

Authors

Journals

citations
Cited by 36 publications
(14 citation statements)
references
References 50 publications
1
13
0
Order By: Relevance
“…The analysis of student characteristics in the preliminary study indicates that students' interest and motivation in learning physics can be classified into the low category, with average scores of 53.22 and 53.73, respectively. Previous researchers stated that the low interest and motivation of students to learn was caused by the ineffective use of learning media [13]. In our study population of class XI students, students' learning outcomes and 4C skills were still low.…”
Section: Introductionmentioning
confidence: 52%
“…The analysis of student characteristics in the preliminary study indicates that students' interest and motivation in learning physics can be classified into the low category, with average scores of 53.22 and 53.73, respectively. Previous researchers stated that the low interest and motivation of students to learn was caused by the ineffective use of learning media [13]. In our study population of class XI students, students' learning outcomes and 4C skills were still low.…”
Section: Introductionmentioning
confidence: 52%
“…Gamification refers to integrating game elements into non-game contexts. This trend is gaining popularity among educational researchers due to its potential to reduce student boredom and increase active learning, engagement, and motivation (Kaya and Ercag, 2023). According to Venter (2020), GM is considered one of the most promising educational methodologies for this decade, as educators worldwide recognize that the proper design of gamified learning activities can significantly improve student productivity and creativity.…”
Section: Sq1 Which Alms Were Addressed In the Publications?mentioning
confidence: 99%
“…Importantly, gamification is considered a framework that promotes transformative learning, which increases academic performance and overall motivation. ( 3 ) Therefore, ultimately, our goal was to make students aware of the negative impact of fake news, demonstrate how important it is to spread the truth, and to what extent it is possible to play this role with care and education. We had the perception that students decided not to pass on false information and chose news sources that they considered reputable, all of which would make a major difference.…”
Section: Description Of the Scientists Of Tomorrow/ Cientis...mentioning
confidence: 99%