The Role of Gamification in Enhancing Student Engagement
The NERC conducted a study in the year 2022. During that year, as many as 68% of the students found classroom lectures quite uninteresting. As a result, these students had low academic performance as well as low retention rates. the NERC began a 10-school pilot in India and introduced gamification into the teaching-learning process.
Objective
To assess gamified learning student engagement, their ability to retain knowledge and academic outcomes.
Implementation
- Target Group of Students: In the project, 1,500 students from classes 6–10.
- Tools Implemented: Tools like Kahoot, Quizizz, and Classcraft were used and incorporated into the teaching in class.
- Duration: The duration of the program was six months from Jan to June 2023.
- Engagement Activities: Developed leaderboards and badge interactivity through the quizzes, which are aligned with syllabus-related topics.
Outcome
- Engagement Increase: During the project duration, 85% of the learners engaged in class positively, whereas before the project, it was 56%.
- Academic Performance: The average scores on tests rose to 22%, which jumped to 83% from the previous score of 68%.
- Knowledge Retention: A test conducted three months later indicated that 72% of topics learnt with gamification were retained in comparison with the 49% retention observed within non-gamified classrooms.
- Teacher Response: 90% of the teachers have agreed to better.
Conclusion
Gamification is an excellent resource that can help involve learners and see better academic performance. Its inclusion in schools is the best for enhanced learning using classrooms.