Gamification in Social Sciences Education: Impact on Engagement and Moral Reasoning
Authors/Creators
Description
Gamification, the application of game elements in non-game contexts, is increasingly recognized as an effective pedagogical approach in higher education. In social sciences education, gamification strategies such as point systems, role-playing simulations, and interactive challenges have been shown to enhance student engagement, motivation, and ethical reasoning. This paper investigates the impact of gamification on student engagement and moral reasoning in social sciences courses. Through the implementation of gamified activities and structured reflection exercises, students demonstrated increased participation, improved understanding of ethical dilemmas, and enhanced moral decision-making skills. The findings suggest that gamification, when integrated thoughtfully into curricula, can promote active learning and ethical development, preparing students for real-world social challenges
Files
1759767222_SEPT 25IJAMA6.pdf
Files
(347.0 kB)
| Name | Size | Download all |
|---|---|---|
|
md5:030c1861650dd2ade73e08289d4964c9
|
347.0 kB | Preview Download |
Additional details
Identifiers
Dates
- Issued
-
2025-09-30Gamification, the application of game elements in non-game contexts, is increasingly recognized as an effective pedagogical approach in higher education. In social sciences education, gamification strategies such as point systems, role-playing simulations, and interactive challenges have been shown to enhance student engagement, motivation, and ethical reasoning. This paper investigates the impact of gamification on student engagement and moral reasoning in social sciences courses. Through the implementation of gamified activities and structured reflection exercises, students demonstrated increased participation, improved understanding of ethical dilemmas, and enhanced moral decision-making skills. The findings suggest that gamification, when integrated thoughtfully into curricula, can promote active learning and ethical development, preparing students for real-world social challenges
References
- [11] R. Prensky, Digital Game-Based Learning, McGraw-Hill, 2001. [12] S. Kapp, The Gamification of Learning and Instruction, Pfeiffer, 2012. [13] J. McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Penguin, 2011.