Investigating the Impact of Gamification in Children Using GSR

2022 ◽  
pp. 23-57
Author(s):  
Sonali Rani Sahansra ◽  
Anshu Sharma

This study aimed to investigate the impact of game-based learning on student performance. For this reason, an empirical study was conducted which comprises the comparison of traditional learning and game-based learning. The participants were lower primary school students of age group 6-8 years. GSR NUL-217 logger sensor was used to record the physiological signals of each participant in real time. An Android-based game intervention named “KidsZoneApp” was developed which included mathematics and English lesson plans according to the student's curriculum. The collected log data was used to calculate the changes in different dimensions of completing the task. ANOVA yielded a very significant difference between game-based learning and traditional learning groups. Overall, the results showed that game-based learning contributed to increased students' performance levels. Significantly, students under game-based learning completed the task in lesser time as compared to traditional learning.

Sensors ◽  
2021 ◽  
Vol 21 (22) ◽  
pp. 7511
Author(s):  
Taras Panskyi ◽  
Sebastian Biedroń ◽  
Krzysztof Grudzień ◽  
Ewa Korzeniewska

The authors decided to investigate the impact of the lockdown period and the resulting limitations in informatics education, especially programming, in out-of-school electronics courses using traditional and distance learning modes in primary school COVID-19 pandemic settings. Two extracurricular courses were held successively; the first electronics course was performed in a traditional out-of-school learning mode using Arduino kits, while the other was held using the TinkerCad circuits virtual environment in distance learning mode. A structured questionnaire was administered to students to map their knowledge of programming. The questionnaire consists of three emotional dimensions: enjoyment, satisfaction and motivation. The fourth dimension was dedicated to the students’ programming outcomes. Three emotional dimensions were addressed to primary school students, while the fourth dimension was addressed to the tutors’ observations toward the students’ programming outcomes. The obtained results revealed that learning modes have no significant impact on students perceiving the programming issues. However, three emotional dimensions revealed a significant difference in the students’ enjoyment, satisfaction and motivation in favor of the traditional learning mode. Our findings are of particular interest in light of possible crisis-prompted distance education in the future but can also serve to inform government institutions and policymakers seeking to develop effective concepts for successful distance learning.


Author(s):  
Nahla Aljojo

<p class="1">The traditional learning process used in schools is outdated.  Students nowadays spend most of their time using technologies for entertainment and to communicate with their friends.  Technology can also be used to present opportunities in teaching difficult subjects, such as mathematics, in a better environment. This project aims to improve the mathematical skills of addition and subtraction in young children aged 6 to 8 by combining education and entertainment in a simple math learning game<em>.  </em>Using ideas from Jerome Bruner’s theory, and Bloom’s Taxonomy of cognitive goals, this application will help children learn and interact effectively with the world around them. This project presents the design and development of a game-based learning application that improves the mathematical skills of young children.  Specifically, our target-users for this application are primary school students who are learning addition and subtraction. This paper provides discussion and guidance on how to evaluate the impact of Mathematics Game-Base Learning Application. The overall results of the experimental study indicate a positive effect of Mathematics Game-Base Learning Application on the learning process.</p>


2016 ◽  
Vol 5 (05) ◽  
pp. 4563
Author(s):  
Tariq A. Zafar

Glycated haemoglobin (HbA1c) test indicates the blood glucose levels for the previous two to three months. Using HbA1c test may overcome many of the practical issues and prevent infections such as urinary tract infections (UTIs). The study aimed to evaluate the impact of glycemic control using HbA1c test to understand patient characteristics and UTIs prevalence. Glycemic control was evaluated by measuring HbA1c for a total of 208 diabetes patients who were regularly attending diabetes center in Al-Noor specialist hospital in Makkah.  The results showed that good and moderate glycemic controlled patients were 14.9% and 16.9% respectively while the poor glycemic patients were 68.3%. Among the good improved glycemic control, 83.9% were females, 48.4% were from age group (15-44y). Among the moderately improved glycemic control, 68.4% were females, 54.3% were from age group (45-64 y) with no significant difference. The total number of the patients with positive UTIs was 55 (26.4%) while the total number of patients with negative was UTIs 153 (73.6%). Among the positive UTIs, 76.3% were with poor glycemic control while only 12.3% and 11% were moderate and good improved glycemic control respectively. Among the negative UTIs, 65.3% were with poor glycemic control while only 19% and 15.7% were with moderate and good improved glycemic control respectively.  Prevalence of UTIs among diabetic patients was not significant (p > 0.05). It was concluded that HbA1c was useful monitoring tool for diabetes mellitus and may lead to improved outcomes. Using a HbA1c test may overcome many of the practical issues that affect the blood glucose tests.


Foods ◽  
2021 ◽  
Vol 10 (4) ◽  
pp. 873
Author(s):  
Francisco Javier Flor-Montalvo ◽  
Agustín Sánchez-Toledo Ledesma ◽  
Eduardo Martínez Cámara ◽  
Emilio Jiménez-Macías ◽  
Jorge Luis García-Alcaraz ◽  
...  

Natural stoppers are a magnificent closure for the production of aging wines and unique wines, whose application is limited by the availability of raw materials and more specifically of cork sheets of different thickness and quality. The growing demand for quality wine bottle closures leads to the search for alternative stopper production. The two-piece stopper is an alternative since it uses non-usable plates in a conventional way for the production of quality caps. The present study has analyzed the impact of the manufacture of these two-piece stoppers using different methodologies and for different dimensions by developing an LCA (Life Cycle Assessment), concluding that the process phases of the plate, its boiling, and its stabilization, are the phases with the greatest impact. Likewise, it is detected that the impacts in all phases are relatively similar (for one kg of net cork produced), although the volumetric difference between these stoppers represents a significant difference in impacts for each unit produced.


SAGE Open ◽  
2021 ◽  
Vol 11 (1) ◽  
pp. 215824402110035
Author(s):  
Aziz İlhan

The present study aimed to investigate the effects of geometry instruction activities conducted in nature based on modeling, game-based, and cooperative learning methods on achievement, mathematical motivation, and visual mathematical literacy perceptions of third-grade elementary school students. The present study is a quantitative study conducted with a pre-test/post-test experimental design with a control group. The study was conducted with 61 students (35 students in the experimental group and 26 students in the control group). Modeling-, game-, and collaborative learning-based activities were conducted with the students in the experimental group. It was determined that the achievements of students who were instructed with modeling-based activities in geometry were high when compared to that of the students instructed with collaborative learning- and game-based methods, and those in the control group where no intervention was applied. This group was followed by the game-based and collaborative learning groups. Based on the variable of motivation, the mean motivation of the students in the modeling group was higher when compared to that of the students in the collaborative learning, game-based, and conventional instruction groups. This group was followed by the collaborative and game-based learning groups. Also, based on the visual mathematical literacy perception variable, the mean visual mathematics literacy perception of the students in the collaborative learning group was higher when compared to that of the students in the groups where the modeling, game-based, and conventional instruction methods were used. This group was followed by the modeling and game-based learning groups.


Author(s):  
Zi-Yu Liu ◽  
Zaffar Ahmed Shaikh ◽  
Farida Gazizova

A modern school deals with a generation of students who were born and grown up in a digital environment and require other teaching methods. Changes in the technological and social conditions of modern society need new professional skills, which are often called “21st century skills”. These skills should be devel-oped starting from the primary school, as they are psychological and behavioural, rather than practical. Game-based learning and gamification are effective means of such skills development. The use of video games in teaching practice is studied multifaceted, along with formats and requirements of educational game, methods for effectiveness assessment, and the effect of games on students. The controver-sial nature of game-based learning effect on students require deeper research, as the increase in motivation and learning efficiency cannot be disputed, as well as the negative impact of a long gaming on cognitive abilities, emotional state and social skills of students. The study tested both an increase in the motivation and attraction of school students for the learning process, and the impact on the prac-tical results of information assimilation. There was conducted a survey on the re-sults of the application of game training to determine the motivation and attraction of students. Likewise, we counted time, spent by the study and control group, for mastering the main educational material and the post-class study of game content and the educational material it presents. A comparative test was conducted on the results of educational material comprehension to determine the effectiveness of the methodology in mastering knowledge. The group, with game-based learning and gamification applied, showed an increase in motivation and attraction to learning, students paid additional efforts for assimilating the material studied, and also showed significantly higher learning outcomes compared to the control group.


Author(s):  
Priscilla O Okunji ◽  
Johnnie Daniel

Background: Patients with myocardial infarction reportedly have different outcomes on discharge according to hospital characteristics. In the present study, we evaluated the differences between urban teaching hospitals (UTH) and non-teaching hospitals (NTH), discharged in 2012. We also investigated on the outcomes. Methods: Sample of 117,808 subjects diagnosed with myocardial infarction were extracted from a nationwide inpatient stay dataset using the International Classification Data, ICD 9 code 41000 in the United States, according to hospital location, size, and teaching status. Results: The analysis of the data showed that more whites were admitted to both teaching and non teaching hospitals with more males (~24%) admitted than their female counterparts. However, blacks were admitted more (~15%) in urban teaching hospitals than medium urban non teaching hospitals. Age difference was noted as well, while age group (60-79 years) were admitted more in UTH, inversely urban non-teaching hospitals admitted more older (80 years or older) age group. A significant difference (~28%) was observed in both hospital categories with UTH admitting more patients of $1.00 - $38,999.00 income group than other income categories. In addition, it was observed that patients with MI stayed more (~5%) for 14 or more days, and charged more especially for income group of $80,000 or above in UTH than NTH. No significant difference was found in the mortality rate for both hospital categories. Conclusion: The overall outcomes showed that the mortality rate between urban teaching and non-teaching hospitals were non significant, though the inpatients MI stayed longer and were charged more in UTH than NTH. The authors call for the study to be replicated with a higher level of statistical measures to ascertain the impact of the variables on the outcomes for a more validated result.


Author(s):  
J. N. Baliya ◽  
Shivani Sharma

The purpose of this research was to study the impact of collaborative learning strategies on social maturity and its various dimensions viz. personal adequacy, interpersonal adequacy, and social adequacy, of secondary school students. The study was quasiexperimental and used matched pairs pre-test post-test research design. A Higher Secondary School in Educational Zone Hiranagar of District Kathua was chosen for the intervention. The study was conducted on sixty-six students of two sections of class 9th. Two sections were randomly assigned to collaborative and traditional learning conditions. Four methods of collaborative learning viz. Think-Pair-Share, Numbered Heads Together, Jigsaw, and Fish-Bowl were used for a period of over five weeks. The results were analyzed using mean, standard deviation and a critical ratio (CR). The results of the study showed that this approach was successful in increasing personal adequacy, interpersonal adequacy, social adequacy and overall social maturity of secondary school students.


2020 ◽  
Vol 2020 ◽  
pp. 1-7
Author(s):  
Widyana Lakshmi Puspita ◽  
Khayan Khayan ◽  
Didik Hariyadi ◽  
Taufik Anwar ◽  
Slamet Wardoyo ◽  
...  

Worms are still a serious problem for poor and developing countries. Children, especially school-age children, are more at risk of infection. Efforts need to be made to prevent the effects of worms. Prevention can be done through a promotive approach. This observational study with a pre-posttest and cross-sectional approach is aimed at evaluating the effectiveness of health education on healthy and helminthic behavior and analyzing the impact of helminthiasis on the deficit in the diet and children’s learning achievement. The number of samples is 60 students from five grade 3 and 4 elementary schools in North Pontianak, West Kalimantan. The sampling technique was carried out by proportional random sampling. Worm infection in elementary school students was 16.7%, anemia was 55%, and learning achievement scores were less than the average grade of 55%. There was a significant difference in health counseling towards a decrease in the worm number (p=0.046). There was a significant relationship between healthy living behavior and helminthiasis (p=0.005). There was a significant relationship between helminthiasis and anemia (p=0.017). There is a relationship between helminthiasis and learning achievement in elementary school children (p=0.017). There is a relationship between anemia and learning achievement (p=0.005). It is necessary for public health centers to provide treatment services for worms and health education about the effects of helminthiasis on health and learning achievement. The school should provide hand washing facilities in schools, and parents should play an active role in improving clean and healthy lifestyle habits at home.


2020 ◽  
Vol 35 (5) ◽  
pp. 640-640
Author(s):  
K Unjia ◽  
R Bennett ◽  
L Lashley

Abstract Objective This study aimed to examine the relationship between developmental stages and concussions that resulted in amnesia as measured by ImPACT. Method Participants were selected from an archival de-identified sports medicine ImPACT database. The sample (N = 4,200) was primarily male (62.2%) student athletes with ages ranging from 10 to 25 years. Participants were divided into three groups: Young athletes (n = 1,400), Adolescent (n = 1,400), and Adult (n = 1,400). A One-Way ANOVA was conducted to determine the relationship between age group and prevalence of concussions resulting in anterograde or retrograde amnesia. Results The One-Way ANOVA revealed significant differences between age group and anterograde F(2,4197) = 107.449, p &lt; .001 and retrograde amnesia F(2,4197) = 82.949, p &lt; .001. Bonferroni pairwise comparison revealed the adolescent athlete group experienced more concussions that result in both anterograde and retrograde amnesia compared to young and adult athletes. There was no significant difference between young and adult athletes. Additionally, there is a significant difference regarding total games missed following concussion F(2,4197) = 117.723, p &lt; .001, with adolescent athletes missing more games compared to young and adult athletes. Conclusions The findings of this study suggest adolescent athletes tend to experience more amnesia-related concussions compared to young and adult athletes. Additionally, adolescent athletes miss more games following these types of concussions. This study highlights the impact that certain types of concussions have on athletes across the developmental stages. Future research should analyze the cognitive effects of various types of concussions across the developmental stages.


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