This study investigated how different learning conditions affect student achievement, and the academics noted three interesting findings:
Learner characteristics affect learning achievement. The study supported the argument that male students had higher learning performances than females, and experienced students had higher learning performances than non-experienced students.
MILS offers advantages. The students in the experimental indian phone number group satisfied the learner-controlled pace of the learning process, and they thought the gaming mechanics in the structure of game play were organised and useful for assisting them to learn.
MILS offers advantages. The students in the experimental group satisfied the learner-controlled pace of the learning process, and they thought the gaming mechanics in the structure of game play were organised and useful for assisting them to learn.
The comparison of learning achievement with different learning strategies. The experimental group’s students who use MILS had better learning achievements than other control groups in post-test.
Through gamification educators can not only create a mindset that encourages students to try new things and not be afraid of failing, but can also enable students to engage in enjoyable experiences for the purpose of learning. Gamification is an innovative approach to learning, and because new technologies and new applications are continuously emerging, it is still developing. Future studies must continue to examine the new mechanics and new applications associated with emerging gamification technologies.
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