Impact of Gamification on the Learning of Secondary School Students: A Quantitative Study

Authors

  • Jenifer Barzón Carcares Mendoza - Argentina Author

Keywords:

gamification, learning, secondary education, academic performance, motivation

Abstract

Gamification has become established as an innovative pedagogical strategy aimed at strengthening motivation, participation, and academic performance through the incorporation of game elements into educational contexts. The objective of this study was to analyze the impact of gamification on the learning of secondary school students. A quantitative research design with a quasi-experimental approach was conducted, involving an experimental group and a control group, both assessed through pretest and posttest measures. The sample consisted of 60 second-year students from a public educational institution, equally distributed between both groups. The experimental group received an intervention based on gamified strategies for eight weeks, while the control group followed a traditional teaching methodology. A 14-item questionnaire and an objective knowledge test validated by experts (α = 0.82) were administered. The results showed significant differences in favor of the experimental group, with an overall average of 81.2% affirmative responses compared to 54.1% in the control group. Furthermore, statistical analysis revealed significant improvements in the academic performance of the experimental group (p < 0.05). It is concluded that gamification positively influences learning in secondary education by enhancing motivation, active participation, and the perception of academic achievement. Future research with larger samples and longitudinal designs is recommended to strengthen the evidence regarding its long-term impact.

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Published

2024-08-17

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Section

Artículos

How to Cite

Impact of Gamification on the Learning of Secondary School Students: A Quantitative Study. (2024). SABERES , 1(1), 24-34. https://arka-num.org/index.php/Saberes/article/view/3