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...

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Main Authors: Insaf Khoudri, Abderrafii Khoudri
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
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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.
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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
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