Effects of Gamification on Lower Secondary School Students' Motivation and Engagement
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This paper explores the effects of gamification on
lower secondary school students’ motivation and engagement in the
classroom. Two-group posttest-only experimental design were
employed to study the influence of gamification teaching method
(GTM) when compared with conventional teaching method (CTM)
on 60 lower secondary school students. The Student Engagement
Instrument (SEI) and Intrinsic Motivation Inventory (IMI) were used
to assess students’ intrinsic motivation and engagement level towards
the respective teaching method. Finding indicates that students who
completed the GTM lesson were significantly higher in intrinsic
motivation to learn than those from the CTM. Although the result
were insignificant and only marginal difference in the engagement
mean, GTM still show better potential in raising student’s
engagement in class when compared with CTM. This finding proves
that the GTM is likely to solve the current issue of low motivation to
learn and low engagement in class among lower secondary school
students in Malaysia. On the other hand, despite being not significant,
higher mean indicates that CTM positively contribute to higher peer
support for learning and better teacher and student relationship when
compared with GTM. As a conclusion, gamification approach is
flexible and can be adapted into many learning content to enhance the
intrinsic motivation to learn and to some extent, encourage better
student engagement in class.
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References
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