An investigation into the effects of gamification on students' situational interest in a learning environment

Taboka Ngqabutho Ndlovu, Siyabonga Mhlongo

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

8 Citations (Scopus)

Abstract

As today's students are born into digital technologies, educators must adapt to the growing changes in the edutechnological landscape. For the educators to thrive in their pedagogical endeavours, they need to be able to adopt these technological advancements into their teaching styles and approaches so to better meet the needs of their students. In support of this, gamification is becoming a popular topic in education today. Conceptually, gamification refers to the use of game mechanics in nongame contexts. Many researchers have found that the adoption and use of gamification tools such as Kahoot! has a positive impact on certain psychological aspects of the students' learning process. These include increased levels of interest in and engagement with content, both of which are key in the overall motivation of students as a psychological construct. The purpose of this paper is to report on the findings from a study that sought to uncover the effects of employing a gamification platform in the teaching and learning processes at a university in Johannesburg, South Africa. Specifically, the study employed a quantitative approach to investigate the effect of gamification on the students' situational interest. The analysis of data revealed that the concept of gamification has the potential of triggering and maintaining students' situational interest, which serves as a foundation towards an engaged and motivated student.

Original languageEnglish
Title of host publicationProceedings of the 2020 IEEE Global Engineering Education Conference, EDUCON 2020
EditorsAlberto Cardoso, Gustavo R. Alves, Teresa Restivo
PublisherIEEE Computer Society
Pages1187-1192
Number of pages6
ISBN (Electronic)9781728109305
DOIs
Publication statusPublished - Apr 2020
Event11th IEEE Global Engineering Education Conference, EDUCON 2020 - Porto, Portugal
Duration: 27 Apr 202030 Apr 2020

Publication series

NameIEEE Global Engineering Education Conference, EDUCON
Volume2020-April
ISSN (Print)2165-9559
ISSN (Electronic)2165-9567

Conference

Conference11th IEEE Global Engineering Education Conference, EDUCON 2020
Country/TerritoryPortugal
CityPorto
Period27/04/2030/04/20

Keywords

  • Gamification
  • Kahoot!
  • Maintained situational interest
  • Situational interest
  • Triggered situational interest

ASJC Scopus subject areas

  • Information Systems and Management
  • Education
  • General Engineering

Fingerprint

Dive into the research topics of 'An investigation into the effects of gamification on students' situational interest in a learning environment'. Together they form a unique fingerprint.

Cite this