Examining the Influence of Gamification on the Enjoyment, Engagement, and Motivation of Secondary School Students: A Case Study of Vevox
This paper attempts to investigate the impact of a game-based learning using an application “VEVOX” on learners’ enjoyment, engagement, and motivation. Using a quantitative method, a total of 80 participants from Secondary School completed a questionnaire on the impact of gamification approach on le...
Main Authors: | , |
---|---|
Format: | Article |
Language: | English |
Published: |
Eyüp Yurt
2023-12-01
|
Series: | International Journal of Current Educational Studies |
Subjects: | |
Online Access: | https://ijces.net/index.php/ijces/article/view/77 |
_version_ | 1797263178792435712 |
---|---|
author | Insaf Khoudri Abderrafii Khoudri |
author_facet | Insaf Khoudri Abderrafii Khoudri |
author_sort | Insaf Khoudri |
collection | DOAJ |
description | This paper attempts to investigate the impact of a game-based learning using an application “VEVOX” on learners’ enjoyment, engagement, and motivation. Using a quantitative method, a total of 80 participants from Secondary School completed a questionnaire on the impact of gamification approach on learners’ enjoyment, engagement, and motivation. Data was collected and analyzed using SPSS. Overall, the results indicate that “VEVOX” impacts learners’ enjoyment, engagement, and motivation positively. Furthermore, the findings imply that gamification for learning should consider that pupils are not identical, but have different perspectives; not all learners are necessarily fascinated in the same element with similar degrees, also the nature of game-based learning should be kept under this impression instead of forcing things on learners. |
first_indexed | 2024-04-25T00:08:53Z |
format | Article |
id | doaj.art-36bf0f171c1341afbb9eae734662c074 |
institution | Directory Open Access Journal |
issn | 2822-4914 |
language | English |
last_indexed | 2024-04-25T00:08:53Z |
publishDate | 2023-12-01 |
publisher | Eyüp Yurt |
record_format | Article |
series | International Journal of Current Educational Studies |
spelling | doaj.art-36bf0f171c1341afbb9eae734662c0742024-03-13T17:08:01ZengEyüp YurtInternational Journal of Current Educational Studies2822-49142023-12-012211579Examining the Influence of Gamification on the Enjoyment, Engagement, and Motivation of Secondary School Students: A Case Study of VevoxInsaf Khoudri0Abderrafii Khoudri1Moulay Ismail UniversityMoulay Ismail UniversityThis paper attempts to investigate the impact of a game-based learning using an application “VEVOX” on learners’ enjoyment, engagement, and motivation. Using a quantitative method, a total of 80 participants from Secondary School completed a questionnaire on the impact of gamification approach on learners’ enjoyment, engagement, and motivation. Data was collected and analyzed using SPSS. Overall, the results indicate that “VEVOX” impacts learners’ enjoyment, engagement, and motivation positively. Furthermore, the findings imply that gamification for learning should consider that pupils are not identical, but have different perspectives; not all learners are necessarily fascinated in the same element with similar degrees, also the nature of game-based learning should be kept under this impression instead of forcing things on learners.https://ijces.net/index.php/ijces/article/view/77game-based learninggamificationmotivationengagementenjoymentvevox |
spellingShingle | Insaf Khoudri Abderrafii Khoudri Examining the Influence of Gamification on the Enjoyment, Engagement, and Motivation of Secondary School Students: A Case Study of Vevox International Journal of Current Educational Studies game-based learning gamification motivation engagement enjoyment vevox |
title | Examining the Influence of Gamification on the Enjoyment, Engagement, and Motivation of Secondary School Students: A Case Study of Vevox |
title_full | Examining the Influence of Gamification on the Enjoyment, Engagement, and Motivation of Secondary School Students: A Case Study of Vevox |
title_fullStr | Examining the Influence of Gamification on the Enjoyment, Engagement, and Motivation of Secondary School Students: A Case Study of Vevox |
title_full_unstemmed | Examining the Influence of Gamification on the Enjoyment, Engagement, and Motivation of Secondary School Students: A Case Study of Vevox |
title_short | Examining the Influence of Gamification on the Enjoyment, Engagement, and Motivation of Secondary School Students: A Case Study of Vevox |
title_sort | examining the influence of gamification on the enjoyment engagement and motivation of secondary school students a case study of vevox |
topic | game-based learning gamification motivation engagement enjoyment vevox |
url | https://ijces.net/index.php/ijces/article/view/77 |
work_keys_str_mv | AT insafkhoudri examiningtheinfluenceofgamificationontheenjoymentengagementandmotivationofsecondaryschoolstudentsacasestudyofvevox AT abderrafiikhoudri examiningtheinfluenceofgamificationontheenjoymentengagementandmotivationofsecondaryschoolstudentsacasestudyofvevox |