Exploring the Benefits and Challenges of Gamification in Enhancing Student Learning Outcomes
DOI:
https://doi.org/10.59613/global.v2i7.238Keywords:
Benefits, Challenges, Gamification, Student, Learning OutcomesAbstract
This study investigates the benefits and challenges of gamification in enhancing student learning outcomes through a qualitative literature review method. By examining a wide range of scholarly articles, educational reports, and case studies, this research aims to provide a comprehensive understanding of how gamification impacts student engagement and academic performance. The literature review reveals that gamification, defined as the application of game-design elements in non-game contexts, significantly enhances student motivation and engagement. Key benefits identified include increased student participation, improved knowledge retention, and enhanced problem-solving skills. Gamification fosters a more interactive and enjoyable learning environment, which can lead to better learning outcomes by making educational content more appealing and accessible.
However, the study also highlights several challenges associated with the implementation of gamification in educational settings. These include the potential for increased distraction, the risk of emphasizing competition over collaboration, and the difficulty in designing games that align well with educational objectives. Additionally, there is concern about the digital divide, as access to technology can vary widely among students, potentially leading to inequities in learning opportunities. The review suggests that while gamification has substantial potential to enhance learning outcomes, careful consideration must be given to its design and implementation to avoid unintended negative effects.
The study concludes that gamification can be a powerful tool for improving student learning outcomes when applied thoughtfully, with attention to the diverse needs of learners and the educational context. This research provides valuable insights for educators, curriculum designers, and policymakers aiming to integrate gamification into educational practices effectively.
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Copyright (c) 2024 Dyah Retno Wulan, Daniel Maniur Nainggolan, Yasysyar Hidayat, Taufikur Rohman, Arfiani Yulianti Fiyul
This work is licensed under a Creative Commons Attribution 4.0 International License.