Authors :
Balais, Jay Ar D.; Bangao, Zidney Jann P.; Berbano, Jay R L.; De Castillo, Christian A.; Silvestre, Jesole N.; Villamor, Charmel S. Cedie E. Gabriel; Reginald S. Prudente
Volume/Issue :
Volume 10 - 2025, Issue 5 - May
Google Scholar :
https://tinyurl.com/23sawday
Scribd :
https://tinyurl.com/542d4u6s
DOI :
https://doi.org/10.38124/ijisrt/25may694
Google Scholar
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Abstract :
Nowadays, the rapidly evolving educational landscape is keeping the students engaged and motivated is more important. This study seeks into how gamified educational technologies— and the tools that are used in game-like elements such as the points, the rewards, and the challenges—that can help make learning more effective and can be more enjoyable. In addition, by familiarizing and adding the principles from the Human-Computer Interaction (HCI), our aim is to make a design educational experiences that are not only responsive and also will make students more intuitive and user-friendly. Through the interviews, the focus groups, and the classroom observations, we gathered data and insights from both the students and the educators to be able to understand on how these things influence the motivations and student’s learning behavior. To sum it up, the results showed that when the gamification is thoughtfully combined with solid learning goals, it can make a greater interest, sustain attentions, and to foster a deeper connection to the learning process. All in all, this research will highlight the importance of designing educational tools with the user in mind, ensuring they are not only functional and but also engaging and also can be accessible for all the learners.
Keywords :
Gamification, Educational Technology, Human-Computer Interaction, Student Engagement, Motivation, User-Centered Design, Interactive Learning, Quantitative Study.
References :
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Nowadays, the rapidly evolving educational landscape is keeping the students engaged and motivated is more important. This study seeks into how gamified educational technologies— and the tools that are used in game-like elements such as the points, the rewards, and the challenges—that can help make learning more effective and can be more enjoyable. In addition, by familiarizing and adding the principles from the Human-Computer Interaction (HCI), our aim is to make a design educational experiences that are not only responsive and also will make students more intuitive and user-friendly. Through the interviews, the focus groups, and the classroom observations, we gathered data and insights from both the students and the educators to be able to understand on how these things influence the motivations and student’s learning behavior. To sum it up, the results showed that when the gamification is thoughtfully combined with solid learning goals, it can make a greater interest, sustain attentions, and to foster a deeper connection to the learning process. All in all, this research will highlight the importance of designing educational tools with the user in mind, ensuring they are not only functional and but also engaging and also can be accessible for all the learners.
Keywords :
Gamification, Educational Technology, Human-Computer Interaction, Student Engagement, Motivation, User-Centered Design, Interactive Learning, Quantitative Study.