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Gamification in the Digital Classroom for Student Engagement and Learning: An Empirical Study of Higher Education Learners

  • Gaurav Misra,
  • Ravindra Singh Rawat,
  • Sharmila Katre,
  • RS Aswani

摘要

This paper explores and analyzes the use of gamification as a digital pedagogic strategy for student engagement for different types of learners. It explores the potential of this innovative teaching methodology to engage learners and enable a retentive experience of study and skill content while attempting to increase student motivation and online classroom interaction. The primary research uses the findings and analysis of the empirical study that defines and establishes the concept of student engagement, digital pedagogy, and the need for life skills learning in higher education. The primary research is based on real-time case studies of classroom engagement by the researchers of participating students across 6 student cohorts (141 students overall), and their participation and output in the virtual classroom setting. The statistical test exploratory factor analysis has been used to identify the factors; (i) classroom Participation, (ii) interactive learning, and (iii) retentive learning. Thereafter one-way ANNOVA has been used to test the impact of these factors with reference to gamification and results show a significant impact of gamification in the digital classroom for student engagement and learning. The findings can be used in the creation of long-lasting life skills program embedded with innovative teaching pedagogy like gamification to ensure the successful transfer of knowledge, skills, and abilities.