4.6 Article

Improving college student engagement and motivation in a gamified learning environment: the pilot study in China

Journal

CURRENT PSYCHOLOGY
Volume -, Issue -, Pages -

Publisher

SPRINGER
DOI: 10.1007/s12144-023-04884-8

Keywords

Chinese language; Engagement; Game-based learning; Gamification; Interactive learning tools; Kahoot!; Motivation; Performance

Ask authors/readers for more resources

The paper examines the impact of interactive learning technologies, specifically gamification, on students' motivation, engagement, and academic achievements. The study involved 108 students from Hangzhou College of Commerce in China. Research findings showed that students in the experimental group outperformed those in the control group, with a mean score of 18.93 compared to 15.49. The Kahoot! game was found to enhance motivation (mean = 4.14, SD = 0.77) and engagement (mean = 3.54, SD = 1.05). The data suggests the effectiveness of the proposed model in teaching Chinese grammar through game-based interactive learning technology.
The paper addresses the impact of interactive learning technologies, using gamification as an example, on students' motivation, engagement, and academic achievements. The study was conducted among 108 students from the Hangzhou College of Commerce in China. The following research findings were obtained: experimental group students performed better (18.93) than students in the control group (15.49); the Kahoot! game improved motivation (mean = 4.14, SD = 0.77) and engagement (mean = 3.54, SD = 1.05). The resulting data suggested the proposed model's effectiveness in teaching Chinese grammar with the game-based interactive learning technology.

Authors

I am an author on this paper
Click your name to claim this paper and add it to your profile.

Reviews

Primary Rating

4.6
Not enough ratings

Secondary Ratings

Novelty
-
Significance
-
Scientific rigor
-
Rate this paper

Recommended

No Data Available
No Data Available