Relationship of Gamification as a Motivational Approach in Learning to the Students of Balayan Senior High School
Keywords:
gamification, rewards, mechanics, competitiveness, motivationAbstract
INTRODUCTION
Teachers are obliged to apply various teaching strategies and approaches in order to facilitate well knowledge transmission. In spite of the overwhelming importance of education in a person's life, many students find learning a boring activity and less interactive, leading to low interaction during class hours that lead to have seemingly low participation rates during their classes. One of the most recent learning innovations being implemented internationally is the use of a gamification inside the classroom.
METHODS
Descriptive research design was implemented to evaluate the effectiveness of gamification as a motivational approach towards learning. Twenty-one (21) students from Humanities and Social Sciences strand of Balayan Senior High School acted as the respondents to the constructed questionnaires. Data were collected through the use of quantitative analysis of the relationship of gamification to the learning of the students.
RESULTS
The respondents evaluated the effectiveness of gamification based on 1) rewards system, 2) rules and mechanics, 3) student's competitiveness and 4) student's motivation. The implementing rewards system is seen as one of the factors that greatly affects student's learning. Indicators are highly perceived by the respondents that gamification is beneficial in the teaching and learning process but seen significantly not related to how the students perform in the academic context.
DISCUSSIONS
The results indicate that gamification is an effective way to motivate learners but seen insignificant to the way the learners are acquiring knowledge through the teaching process. It is seen as a great innovation towards motivating students but not an important factor in helping them learn.