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Gamification in Education: Boosting Student Success

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0% found this document useful (0 votes)
14 views2 pages

Gamification in Education: Boosting Student Success

Uploaded by

dancsa.izi
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Dr. Nanmozhi, K., I., M., & Dr. Gunasekaran, S. (2025).

Gamification as a
pedagogical strategy: enhancing student performance, mindset, and
metacognition. Lex Localis-Journal of Local Self-Government, 23(5), 149–
169. Available at: [Link] (Retrieved
08.10.2025)

- academic performance, growth mindset, metacognition (the ability


to think about your own thinking process, understanding your
cognitive abilities) among uni students
- 440 students participated in an empirical (practical/experimental)
study
o Pre-test, post-test
- Four distinct groups:
o (1) Gamification Group (learning with game-based
interventions),
o (2) Interactive Curriculum Group (engagement-driven
curriculum without game elements),
o (3) Performance-Based Reward Group (traditional learning
supplemented with performance incentives), and
o (4) Control Group (conventional teaching methods).
- statistically significant improvement: Gamification Group compared
to the Control Group.
- The findings highlight the potential of gamification as an effective
pedagogical tool for enhancing student engagement, learning
outcomes, and cognitive development.

Gamification as a pedagogical strategy: enhancing student


performance, mindset, and metacognition

- Gamification transforms traditional learning by integrating game


elements such as points, awards, and leaderboards (ranking) into
the curriculum to create an interactive and immersive experience for
students
- Statement: Gamification in higher education guarantees
significant improvements in student performance, mindset,
and metacognition compared to many other pedagogical
strategies.
- Questions:
o What practical difficulties might a teacher meet when adopting
gamification into an English class curriculum?
o What can we do against demotivating students with too many
rewards on point giving?
o How should gamification strategies be adapted to encourage
and not discourage?
o How can gamification in ELT increase intrinsic motivation?
- Thoughts:
o how can gamification improve one's performance?
 Goal-driven tasks. Breaking lessons and tasks into levels
or challenges
 Hitting the goals means progress
 Students keep in mind exactly what to focus on, what
the goal is
o Feedback:
 Instant feedback helps students control their strategies
during the lesson, they can start already thinking about
themselves, their way of thinking and strategies and
they can improve their metacognition easier than
waiting for an exam and getting one-time result on one-
time big show.
o Improve language skills by using the l. in many motivating and
fun activities.
o Personalized learning
- Negatives:
o Technical issues
 Potential problems with digital access or tool
functionality
 Problems with internet access
o Negative competition
 Competition can easily associate negative emotional
impacts on some learners, can give anxiety which will
reduce motivation and self-confidence
- Quizlet, Kahoot, quizzes, interactive activities, wooclap…

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