It is concluded that gamification should be considered a complementary pedagogical strategy rather than a replacement for traditional teaching methods because its effectiveness depends on the alignment between game elements, educational objectives, learner characteristics, and teacher mediation.
The research concludes that gamification represents a powerful educational tool capable of enhancing learning experiences, encouraging active participation, and improving academic achievement, however, successful implementation requires appropriate instructional design, technological infrastructure, teacher training, a...
Sudarshan Shivhare, Mamta Sharma· Journal of Electronics and P...· 0 citations
The findings indicate that collaborative and project-based learning significantly enhance language proficiency, learner autonomy, and communicative competence through active participation and peer interaction.
Zaiton Md Isa, Nadiah Zubbir, G. G et al.· International journal of res...· 0 citations
This study investigates whether gamification‐based strategies offer measurable improvements in student engagement, motivation, and learning outcomes compared to traditional teaching methods and results indicate that gamified instruction consistently outperformed traditional methods across all measured constructs.
Piratheba Duraisamy, Kannan Muniandi, A. P· Computer Applications in Eng...· 0 citations
In the context of higher education, where student engagement and motivation are central concerns, innovative teaching strategies that represent a holistic, student-centered approach to teaching are needed. This study aims to examine university students’ perceptions of three innovative teaching strategies integrated int...
Mengkorn Pum· Journal of Technology-Assist...· 0 citations
This paper presents the results of a comprehensive survey conducted on an educational game developed over three years following a learner-centred approach. The final evaluation involved 168 participants engaging with the game, providing both quantitative and qualitative data. Notably, the study found that integrating e...
Wolfgang Brabänder, Geeske Kemper, K. Langer et al.· European Conference on Games...· 0 citations
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