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.
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.
Area of Science:
- Educational Technology
- Human-Computer Interaction
- Game Design
Background:
- Gamification enhances user engagement and motivation by applying game elements to non-gaming contexts.
- Existing gamification research in education often overlooks the specific needs of K-6 students (ages 7-12).
- Evolving video game design offers new opportunities for innovative gamification elements.
Purpose of the Study:
- To investigate the effectiveness of gamification, specifically using the "easter egg" element, for K-6 students.
- To propose and implement a gamified software application tailored for K-6 education.
- To assess the impact of gamification on student motivation, engagement, and academic performance.
Main Methods:
- Developed "Science Island," an online gamified web application incorporating "easter egg" elements.
- Implemented a gamified approach designed for K-6 students.
- Conducted a 2-month observation study with 47 sixth-grade students using the application.
Main Results:
- Over 82% of students found gamification effective for their educational performance.
- Student learning performance improved significantly, with average quiz scores increasing by 0.63 from the first to the second month.
- Increased user activity rates indicated heightened student motivation to use the educational software.
Conclusions:
- The proposed gamified approach, featuring "easter eggs," is effective for engaging K-6 students in learning.
- Gamification positively impacts educational performance and motivation in young learners.
- The "Science Island" application demonstrates the successful integration of game elements into educational software for elementary students.
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