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A Gamified Learning Framework to Cultivate Critical Thinking Skills in Students

Bibliographic Data

ID20296887
AuthorsK G Srinivasa (0000-0003-1022-8431, International Institute of Information Technology), Aman Singh (0000-0003-3329-3834, International Institute of Information Technology), Kshitij Kumar Singh Chauhan (0009-0008-3374-1776, International Institute of Information Technology)
Year2024
Volume67
Issue6
Pages931-943
Publication date2024-12-01
Open AccessYes
TypeARTICLE
VenueIEEE Transactions on Education (JOURNAL)
Journal identifiersISSN: 0018-9359 • E-ISSN: 1557-9638
PublisherInstitute of Electrical and Electronics Engineers (IEEE) (PUBLISHER)
DOI10.1109/te.2024.3431872
OpenAlexW4404179889
LanguageEN
References cited21

Contribution: This article investigates the impact of gamified learning on high school students (grades 9–12) in computer science, emphasizing learner engagement, knowledge improvement, and overall satisfaction. It contributes insights into the effectiveness of gamification in enhancing educational outcomes. Background: Gamification in education is explored, focusing on its potential to address challenges in learner engagement. The study draws on gamification principles and user-centered design frameworks to create meaningful gamified learning experiences. Intended Outcomes: The study aims to measure knowledge improvement, overall satisfaction, and engagement in gamified learning. It seeks to assess the effectiveness of the designed educational games in enhancing algorithmic, computational, and analytical thinking skills. Application Design: Utilizing an agile development process, Unity game engine, and Swift Core-AR, this article details the creation of user-centered gamified environments. It outlines the deployment methodology for augmented reality-based games, emphasizing iterative design based on user feedback. Findings: Statistical analyses show positive correlations between overall satisfaction, engagement, and motivation with knowledge improvement. The paired t-test reveals a significant increase in knowledge levels post-gamification. One-way alternative to the one-way analysis of variance underscores the influence of satisfaction on knowledge improvement, highlighting its critical role

Critical thinking · Engineering ethics · Engineering management · Mathematics education · Pedagogy · Computer Science · Education and Critical Thinking Development · Educational Methods and Outcomes · Engineering · Psychology · Technology-Enhanced Education Studies

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