Creating G-Class: A gamified learning environment for freshman students
Issue Date
1-2020
Abstract
In this era of digital media, teachers are competing against technological advancements in gaining students’ engagement and attention. Incorporating game elements in the learning environment known as gamification is a new field of study that re-engages students in learning. This study was done primarily to create a gamified learning environment that will serve as another teaching strategy to engage students in learning. The learning environment was aligned with the principles of gamification and was called Gamified-Class or simply G-Class. Using data gathered from 27 freshman college students, G-Class was developed following the Analysis–Design–Development–Implementation–Evaluation model of instructional design and using the Mechanics–Dynamics–Aesthetics framework of game design. The material was implemented in a General Physics class through a quasi-experimental research design. A G-Class mobile and desktop application together with a user guide was created. G-Class was evaluated both as instructional design material and as instructional task. As an instructional design, it was assessed in terms of content and learning objectives; design, interactivity, and usability; and assessment aligned with learning outcomes. As an instructional task, G-Class was assessed using the Intrinsic Motivation Inventory which consisted of four subscales in a 7-point Likert scale, namely, interest/enjoyment, perceived competence, choice, and pressure/tension. Overall, G-Class was given positive rating both as instructional material and as instructional task. With an overall rating of 5.60, students were found to be more engaged with their subject. Applying gamification in the learning environment pointed to its beneficial effects in enhancing students’ engagement in learning.
Source or Periodical Title
E-Learning and Digital Media
ISSN
1741-8887
Volume
17
Issue
2
Page
94-110
Document Type
Article
Physical Description
illustrations, diagrams, tables, references
Language
English
Subject
collaborative learning, Cooperative learning, gamification, gamified learning environment, improving classroom teaching, student engagement
Recommended Citation
Malahito, JA.I., Quimbo, MA.T., (2020). Creating G-Class: A gamified learning environment for freshman students. E-Learning and Digital Media, 17(2), 94-110. https://doi.org/10.1177/204275301989980
Identifier
https://doi.org/10.1177/204275301989980
Digital Copy
yes