The Effectiveness of Gamification on Student Engagement, Learning Outcomes, and Learning Experiences

2022 ◽  
pp. 1599-1618
Author(s):  
Kenneth C. C. Yang ◽  
Yowei Kang

Gamification has been widely used in the higher education to enhance users' learning experiences through the integration of game-like elements into the course materials. This study explores whether and how different levels of gamification in the instructional methods will influence student engagement with the course, overall learning experiences with the course, and learning outcomes with the course materials. The findings suggest that, among four indices to measure the success of gamification, three out of four show the positive gamification effects with a highly gamified class leads to higher level of student engagement than no or lowly gamified classes. The same positive gamification effects can be found in students' overall learning experience. Highly gamified classes result in better student learning outcomes as measured by their grades at different data collection points. Limitations of this study include small class sizes and no statistically significant results and only two gamified elements used. Implications and discussions were presented.

Author(s):  
Kenneth C. C. Yang ◽  
Yowei Kang

Gamification has been widely used in the higher education to enhance users' learning experiences through the integration of game-like elements into the course materials. This study explores whether and how different levels of gamification in the instructional methods will influence student engagement with the course, overall learning experiences with the course, and learning outcomes with the course materials. The findings suggest that, among four indices to measure the success of gamification, three out of four show the positive gamification effects with a highly gamified class leads to higher level of student engagement than no or lowly gamified classes. The same positive gamification effects can be found in students' overall learning experience. Highly gamified classes result in better student learning outcomes as measured by their grades at different data collection points. Limitations of this study include small class sizes and no statistically significant results and only two gamified elements used. Implications and discussions were presented.


2019 ◽  
Vol 8 (2) ◽  
pp. 298 ◽  
Author(s):  
Ryan Angga Pratama ◽  
Nur Ismiyati

Penelitian ini bertujuan untuk mendeskripsikan pelaksanaan pembelajaran berbasis Edmodo pada mahasiswa Pendidikan Matematika Universitas Balikpapan. Subjek dalam penelitian ini adalah 12 mahasiswa Pendidikan Matematika Universitas Balikpapan yang sedang menempuh perkuliahan Teori Bilangan. Teknik pengumpulan data dilakukan dengan observasi (pengamatan terhadap aktivitas chat di dalam Edmodo), dokumentasi, serta tes hasil belajar. Adapun hasilnya didapatkan bahwa pelaksanaan pembelajaran berbasis Edmodo berjalan dengan baik. Hal ini dapat dilihat dari capaian hasil belajar mahasiswa yang menunjukkan secara rata-rata dari 12 mahasiswa memperoleh skor atau ketercapaian 82,53. Selain itu, mahasiswa juga merasa memperoleh pengalaman belajar yang baru melalui Edmodo, dapat lebih berekspresi, suasana belajar (chat) sangat santai, serta dapat diakses dimana saja jika mahasiswa lupa materi yang telah dipelajarinya. Hal ini dikarenakan materi yang disajikan telah diunggah di Edmodo maupun kanal Youtube. AbstractThis study aims to describe the implementation of Edmodo-based learning in Mathematics Education students at the University of Balikpapan. The subjects in this study were 12 University of Balikpapan Mathematics Education students who were taking lectures on Number Theory. Data collection techniques are done by observation (observation of chat activities in Edmodo), documentation, and learning achievement tests. The results were obtained that the implementation of Edmodo-based learning went well. This can be seen from the achievements of student learning outcomes which show an average of 12 students get a score or achievement of 82,53. In addition, students also feel they have gained a new learning experience through Edmodo, can be more expressive, the atmosphere of learning (chat) is very relaxed, and can be accessed anywhere if students forget the material they have learned. This is because the material presented has been uploaded on Edmodo and the Youtube channel.


2019 ◽  
Vol 2 (1) ◽  
pp. 17-27
Author(s):  
Ryan Angga Pratama

This study aims to describe the implementation of collaborative learning online through WhatsApp Messenger (WA) Group. The subjects in this study were 34 students of Mathematics Education at the University of Balikpapan who were studying the Theory of Numbers. Data collection techniques are carried out by observation (observation of chat activities within the WA Group), documentation, and learning outcomes tests. However, the results showed that the implementation of online learning through the WA Group went well. This can be seen from the achievement of student learning outcomes which shows that 27 out of 34 students get scores above 70. In addition, students also feel that they have new learning experiences, can express themselves in discussions, the atmosphere of learning is very relaxed, learning becomes more update, and can be accessed anywhere if students forget the material they have learned.


2017 ◽  
Vol 6 (2) ◽  
pp. 472
Author(s):  
Aslinda Aslinda

This study aims to describe learning outcomes through the application of PAKEM learning model. The subjects of the study were the students of grade IVb SD Negeri 013 Mekarsari. Improvement of learning outcomes in terms of four categories, namely the ability to absorb, the effectiveness of learning, mastery of student learning both mastery of individual and classical completeness and mastery of learning outcomes. Instruments used for data collection are oral tests and written tests in the form of LKS conducted after the learning process. The results showed that the percentage of student completeness increased from 19.40% to 55.40% categorized well, the effectiveness of learning is categorized very effective with an average of 88.46%. While the completeness of student learning outcomes expressed. Based on the results of the study, it can be concluded that the application of PAKEM learning model can improve learning outcomes on the material of the students of class IV B grade SD Negeri 013 Mekarsari.


2017 ◽  
Vol 5 (3) ◽  
pp. 301
Author(s):  
Sajarotunnur '

This study aims to improve student learning outcomes by applying the method VII.2 classassignment sheet giving students conducted in March and April 2016. Subjects were seventhgrade students of SMP Negeri 2 Dumai totaling 26 students. The parameters in this study isthe absorption and mastery learning as well as student activities and teacher activities assupporting data. The research instrument used is the study and data collection instruments.The device consists of a learning syllabus, lesson plan, test, observation of student activitysheets, activity sheets teacher observation. The survey results revealed absorption of studentsin the first cycle is 70% with moderate category and second cycle increased to 78% in thehigh category. Mastery learning of students in the first cycle is 88.46% and 88.50% in thesecond cycle students completed. Activities of students in the first cycle an average of80.76%% (very good) and the second cycle is an increase of 97.5% (excellent). It can beconcluded that the method of administration of the student assignment sheet can improvestudent learning outcomes in the classroom ecosystem VII 2 material SMP Negeri 2 Dumai.


2019 ◽  
Vol 3 (4) ◽  
pp. 772
Author(s):  
Leni Suryani

This research is motivated by the competence of teachers in preparing poor learning outcomes tests and has not been able to measure high-level thinking skills, especially critical thinking skills. Therefore the researcher seeks to improve teacher competence in compiling tests on student learning outcomes based on critical thinking skills through academic supervision. This study uses a school action research design that has stages of planning, implementation, observation, and reflection. This research was conducted for 2 months starting April 9 to May 17, 2019 for Physics teachers in the 7 target schools. Data is sourced from interviews with teachers and test documents prepared by the teacher. Data collection techniques include observation, interviews and documentation. Data analysis through the stages of data collection, data simplification, data presentation, conclusion drawing. Data were analyzed using assessment rubrics adjusted to indicators of critical thinking skills. The results of this study conclude that teacher competence in preparing tests of learning outcomes based on critical thinking skills has increased from the first cycle with a percentage of 61% with sufficient categories to 76% with good categories in cycle II.


2017 ◽  
Vol 1 (1) ◽  
pp. 85
Author(s):  
Delfi Yendri

This research is motivated by the poor results of Study Social Sciences (IPS) Student Class VI SDN 024 Tarai Bangun Kecamatan Tambang. This study aims to determine the resulting increase studying social sciences (IPS) student class VI SDN 024 Tarai Bangun Kecamatan Tambang through the application of learning strategies go to yuor post, which carried out for 1 month. The subjects were VI SDN 024 Tarai Bangun Kecamatan Tambang by the number of students as many as 38 people. Form of research is classroom action research. The research instrument consists of instruments and instrument performance data collection activity observation sheet form teacher and student activity. Based on the research, the conclusion to this study is based on the analysis and discussion in chapter IV can be concluded that the application of learning strategies go to yuor post can improve learning outcomes in the subject of social sciences grade VI SDN 024 Tarai Bangun Kecamatan Tambang. Evidenced by the increase in learning outcomes before action to the first cycle, to cycle II. Before the act of student learning outcomes classified as unresolved with an average of 59%, an increase in the first cycle by an average of 69%. While the results of student learning in the second cycle must be increased by an average of 75% with the category completed.


Author(s):  
Afaf Mubarak Bugawa ◽  
Andri Mirzal

This article describes how the use of Web 2.0 technologies in the field of learning is on the rise. By their nature, Web 2.0 technologies increase the interactivity between users where interactivity is considered to be a key to success in traditional classrooms. This article reviews recent studies in the field of Web 2.0 technologies for learning and their impacts on the learning experiences and investigates relationship between Web 2.0 technologies and pedagogy in higher education on student learning. Key findings about the impacts of using social networks like Facebook, Twitter, blogs and wikis on learning experiences are also discussed. Web 2.0 technologies' characteristics and the rationale of Web 2.0 technologies in learning will also be explored.


2018 ◽  
Vol 8 (1) ◽  
pp. 6
Author(s):  
Nurlia Ali ◽  
Sulasmi Anggo

Abstract: This study is a research and development, which aims to produce instructional media, based MindManager that valid, practical and effective. The subjects were eighth grade students of SMP 27 Makassar by the number of students 39 people. This study uses the research and development according to Borg and Gall. Data collection techniques used in this research is the data on validation results obtained from the validation instrument sheet filled out by the valuator, the data for practicality level obtained from questionnaires that filled out by the valuator and practitioners, the data for effectiveness obtained from questionnaire of students' responses and mastery of student learning outcomes by intructional media based on MindManager. The data obtained from the study were analyzed using the criteria of validity, practicality and effectiveness by Hobri. The research results of development instructional media based on MindManager shows that the total value of the validation results by valuator are 4.42 and included in the valid category. The average level of practicality by valuator questionnaire was 91.33% and 90.66% by practitioners. The effectiveness of the media based on the student response was 96.6% gave a positive response and mastery of learning outcomes is 89.7% of the subjects achieved a minimum level of mastery of the material. Based on these results it can be concluded that the instructional media based MindManager developed by validity, practicality and effectiveness criteria.


Al Adzka ◽  
2018 ◽  
Vol 8 (1) ◽  
pp. 1
Author(s):  
Susilowati Susilowati

The purpose of this research is to describe the application of Cooperative Time Token Arends learning model to increase learning outcomes of fourth grade students of SDN Tunjungtirto 02, Singosari. This research uses Classroom Action Research (PTK) with 2 (two) cycles. The subjects of this study were 16 students of grade IV SDN Tunjungtirto 02 Singosari. Data collection techniques in this study are observation, interviews, documentation, and tests. The technique to analyze the data used in this research is descriptive qualitative analysis technique. The results show that learning by applying the Time Token Arends Cooperative model on the subject of globalization can increase learning outcomes. Student learning outcomes also experienced an average increase from cycle I (72.12) to cycle II (76.9). Classical mastery increased by 12.5% from cycle I to cycle II.


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