A gamified approach for improving the learning performance of K-6 students using Easter eggs.

Yazdan Takbiri1, Azam Bastanfard1, Amineh Amini1

  • 1Department of Computer Engineering, Karaj Branch, Islamic Azad University, Karaj, Iran.

Multimedia Tools and Applications
|January 23, 2023
PubMed
Summary

Gamification, using game elements in education, significantly boosted motivation and learning for 7-12-year-old students. The study introduced "easter eggs" in a web app, improving quiz scores and engagement.

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