Analyzing Changes in Student Activity on a Learning Platform After the Implementation of Gamification Using McNemar Test
摘要
One of the key elements of e-learning that can significantly enhance students’ interest, motivation, activity, engagement and academic performance is gamification. This paper examines the outcomes of implementing gamification in the educational process. Using McNemar test, the impact of gamification on students’ activity on the learning platform was investigated. The results demonstrated that the implementation of gamification led to a statistically significant increase in student activity on the platform. Additionally, changes in students’ scores and the time they spent on the learning platform were analyzed using the Wilcoxon signed-rank test. The Wilcoxon test revealed statistically significant improvements in student learning outcomes and engagement. Overall, the implementation of gamification not only increased student activity and engagement but also enhanced academic performance.